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.
This plugin enables you to bind common events to the individual buttons on your keyboard. Instead of having the standard Z for OK and X for cancel, you can make other keys work differently. With the exception of important keys that shouldn’t be altered, nearly full access is given across the span of the keyboard.
*NOTE: If you have Keyboard Config installed before installing this plugin, you may notice that your binded button keys aren’t working. This is actually not true. This is because your configuration is saved without the binded keys to them. Either delete the config file from your Saves folder or go into your Keyboard Config in-game and revert back to the default keyboard setting to reapply them.
Good evening, everybody! How are you all doing? It’s apparently snowing where I am, and in surrounding areas, I heard it’s going to get pretty bad. ;A;
There is single plugin update today and it’s a visual adjustment made for the More Currencies plugin~ But other than that, no other changes tonight~
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.
As an extension of the Shop Menu Core, this plugin enables you to have items cost multiple currencies or different currencies using variables and/or other items themselves.
No bug fixes tonight, but there is a feature change to the Message Core plugin~ The Fast Forward parameter is now split into a key parameter and an enable parameter. Now, you can disable/enable the Fast Forward feature mid-game so your players can’t skip certain cutscenes. Also, a few optimization changes have been made for the Message Core, too! Enjoy!~
Flaregear has made some beautiful music to share for everybody over at RPG Maker Web. I figured it’d be great to further share with you all, too! And just as equally amazing is that these fine tunes are also free for use in both commercial and non-commercial games provided that you provide “Joey Giuliana / FlareGear Interactive” credit (more information on the Terms of Use in the link shared. Be sure to check it out!~
Actually, there’s quite a few updates tonight, which makes it somewhat embarrassing about my saying about the library reaching stability. However, the bug fixes were more or less those oddball cases I was talking about the other night. The other updates are a couple of upgrades and fixes to existing plugins that enhance functionality. For the most part, some of these bugs will be bugs that are rarely encountered, but they still do occur from time to time and so long as that happens, they’ll need to get fixed.
Ækashics is creating unique battlers 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.
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.
The Rod of Ages is a weapon from League of Legends whose stats grow as time progresses in battle. The effect is transferred over to RPG Maker MV where the item provides a bigger bonus stat as turns occur in each battle.
Only a singular update today! And it’s a small issue with when refreshing needs to occur after instant casting. 😀
In case you were wondering, there were no updates yesterday either. I’m guessing this is the sign we’ve been waiting for, where the Yanfly Engine Plugins library is approaching that stage of stability. For the most part, stability in plugins isn’t a terribly hard thing to accomplish, but rather, a time consuming one. Often at times, weird combinations of usage that I couldn’t foresee before don’t have work arounds made for it and I use the term ‘work around’ with a bit of emphasis.
If you ask anyone who’s made plugins or scripts for RPG Maker before, you’ll typically find that more than half the time, it’ll be the script or plugin in question making a work around for RPG Maker’s code structure. This isn’t so much to say that RPG Maker’s base code is bad. In fact, he’s way more manageable than it was in the RPG Maker XP and VX days. However, it still isn’t entirely friendly yet, which is partially the main reason why some of these plugins take so long to make as well as produce a finalized build~
Ækashics is creating unique battlers 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.
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.
It’s time to announce the plugin previews for this week as well as the round 10 winners! 😀
A couple of plugin updates today~ The Item Synthesis plugin now has the option of having recipes being read from worn equipment. However, this does not mean that worn equipment can be used for synthesis though. The other set of updates, however, involve the Subclass system. The Subclass plugin now includes two more plugin parameters to allow you to adjust the amount of EXP gained and JP gained for the Subclass equipped by a percentile rate.
The ever talented Vibrato comes forward again with another video tutorial! This time on how to use Action Sequences to make those awesome background change effects that we’ve seen in the previous special attack showcases! Give it a look! And in case you’re wondering about that awesome looking Aldo battler, you can find it on Vibrato’s website!
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.
A couple of bugfixex are made to Enhanced TP. The Item Core now has a new plugin parameter and that’s to allow you to enable ‘Midgame Note Parsing’ for independent items. This is because it came to my attention that other plugin makers out there may parse their notetags midgame as opposed to the beginning of the game and getting everything ready at once.
While this normally isn’t a problem in most cases, it is a case for Independent Items. Why’s this? Well, let’s explain how the standard database items work first. Within the YEP Library, the plugins there will parse all the notetags at the beginning of the game and convert all the note data into usable data immediately so that the game will not have to experience laggy delays midgame (especially with big notetags in large quantities), which can happen with midgame note parsing. Good games can be made into an irritating experience with midgame loading (for example, Ar Tonelico II), which is why I opted to convert all my note data at the start of the game.
When Independent Items are created, they are made off a replica of the base item with all of the data of the base item with the exception of the note data. The reasoning behind this is because unlike standard items, Independent Items must be saved within the save file. Standard items are always uniform, and therefore, can be loaded from a single database file. However, Independent Items have their own independent properties as they can be modified and vary from each saved game. The note data, for this reason, is dropped and cleared out as to not add excess bulk within the save files of player’s games. While a single item’s note data may not count for a lot, having several hundreds to maybe even thousands of Independent Items in game can increase the bulk of the game’s save file size by quite a bit. On mobile devices with limited memory, this can become a problem. And reading notetags midway through a battle system can cause potential lag especially if done en masse.
So, with that said, enabling the ‘Midgame Note Parsing’ will cause the note data to not be cleared out upon the creation of the Independent Item. This will let plugins that parse note data midgame work assuming it is the note data of an Independent Item that they need to extract data from. However, be aware of enabling this parameter may cause your game to encounter those problems I’ve listed earlier. This is not to say “Don’t use plugins that parse notetags midgame” but rather, this message is to let you know that if you’re to enable this, you ought to adjust your game’s Independent Items more carefully.
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.
This plugin is an extension plugin for the Victory Aftermath plugin. This adds a level up section to the Victory Aftermath sequence to show the individual parameter changes the actor has acquired in addition to skills that the actor may have learned. This segment will be omitted if there are no actors to level up or if the game has the segment disabled. When there are multiple actors leveling up, the Victory Aftermath will cycle through each of the actors.