251 search results for "plugin updates"

Plugin Updates 147~~

There’s a couple of updates today. The Message Core gets an update to remove the extra white space at the beginning of a line when using ‘Word Wrap Space’. The Battle Engine Core hopefully fixed the ‘NOT FOCUS’ target scope this time. Equip Battle Skills gets a bug fix that halts certain passive states from occurring.

Plugin Updates as of Launch Date to 2016.04.09~

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Message Core v1.12

Battle Engine Core v1.34a

Equip Battle Skills v1.02

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Plugin Updates 146~

Two plugins get bug fixes today. The Equip Requirements plugin caused a visual error when canceling out of menus causing the stat comparison window to retain the data of a previous actor. This should be fixed with this update. The Equip Battle Skills get a bug fix that caused the plugin commands for increasing and decreasing the equipped slot count to not work.

Plugin Updates as of Launch Date to 2016.04.08~

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Equip Requirements v1.04

Equip Battle Skills v1.01

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Plugin Updates 142~

lunaticmode

A new Lunatic Mode notetag has been added for the Item Core. The <On Creation Eval> runs specifically for Independent items only and only once during the creation of a new independent item. This means, for those who wish to modify their items a certain way upon their creation, you can do it now! Look inside of the plugin’s help file for more info~

Plugin Updates as of Launch Date to 2016.03.31~

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Plugin Updates 140~

Two plugins got updated today! The Counter Control plugin originally had a compatibility clash with ATB and CTB and therefore, gets updated to fix that. The Equip Requirements plugin gets a fix to it so that you can have some spaces in front of the requirements and they will not obstruct the conditions. Thanks for the individuals that brought these bugs to my attention!

Plugin Updates as of Launch Date to 2016.03.29~

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Counter Controlv1.02

Equip Requirements v1.03

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Plugin Updates 139~

Tonight’s update is an update made to the Extra Enemy Drops plugin for the conditional drops. Nekoyoubi has brought to my attention that because of the placement of the eval check in the code, other condition checks may cause it to go unchecked, which would be a problem. That said, it’s fixed now! Thanks for bringing this to my attention!

Plugin Updates as of Launch Date to 2016.03.27~

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Plugin Updates 138~

A couple of plugins getting buf fixed tonight! The CTB update change apparently caused an unintentional side-effect so this update should hopefully fix it. Now, I’ve made an extra check to ensure that actors don’t suddenly skip ahead of the turn order in the event that the tick numbers are too similar. The check involves checking to see if the battler is first in the queue to begin with. Hopefully, this should put an end to the tick clashing. x_x

The Party Limit Gauge and Change Battle Equip both get fixes to features that apparently didn’t get used much. Thanks to the users that actually did use them, the bugs were caught and found. Much appreciated for bringing these to my attention!

Plugin Updates as of Launch Date to 2016.03.26~

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Battle System – CTB v1.14a

Party Limit Gauge v1.05

Change Battle Equip v1.01

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Plugin Updates 137~

An update made today for both ATB and CTB. It seems that despite my attempts in trying to keep battlers from coming up with the same AGI values, thus, ending up with the same tick values, there always ends up being some sort of clash with them. This time, I’m doing something that I should have done a while ago for both ATB and CTB and that is to force a singular tick after the end of each action to prompt a more vivid difference in each battler’s tick value. While yes, this can change gameplay by a little bit towards the disadvantage of the player, the change is a single tick lost amongst a full gauge consisting of thousands. It won’t be terribly noticeable, but it helps keep the tick numbers separate.

Plugin Updates as of Launch Date to 2016.03.25~

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Battle System – ATB v1.24

Battle System – CTB v1.14

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Plugin Updates 136~

The Counter Control plugin gets a fix that caused the default MV counter to not occur. Counter-Attacks still occurred, but this change should fix it for those who would still like to use the default counter.

Smart Jump gets a new feature. The ‘Equal Region’ parameter now allows you to define height related jumps making it possible to jump across what was previously blocked jumps due to tile passability settings. List all the region ID’s you’d like to use to mark height within the ‘Equal Regions’ plugin parameter. You can insert multiple regions. Separate them with a space.

When the player is standing on a region that’s listed in the Equal Regions plugin parameter and attempts to smart jump onto an area blocked by tileset passability, if the region the player is jumping from is the same region ID as the region the player intends to go through, the jump becomes legal. Observe the screenshot:

smartjump

In the screenshot above, Region 12 is a marked “Equal Region” which allows the player to jump onto the otherwise unjumpable region areas. The player can jump onto those regions because the tile that the player is standing on matches the tile that the player is jumping onto. Equal Regions will also allow you to jump through otherwise illegal tiles. This can allow you to construct height related map puzzles provided that you use the Equal Regions properly.

Plugin Updates as of Launch Date to 2016.03.24~

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Counter Controlv1.01

Smart Jump v1.01

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Plugin Updates 135~

The Skill Core gets an update for Lunatic Mode users! The <Pre-Damage Eval> notetag now returns the ‘value’ variable, making it possible for damage dealt by the action to be modified within the Lunatic Mode notetags! Previously, it was able to use it, but it could never alter it. Now, it’s different! The ‘value’ variable here that’s modified will occur after all damage calculations have been made in the Damage Core plugin! 😀

Plugin Updates as of Launch Date to 2016.03.22~

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Plugin Updates 134~

The Hit Accuracy plugin gets a small update for those who have downloaded it already. Before, the skill accuracy calculated wasn’t parsed into a decimal value, which meant it still retained a higher than 100% rate. Now, it should be fixed. No changes are needed to be made to your existing formulas. The Snatch and Steal plugin gets a small fix to the Imported value which is used for compatibility. In the making of it, I accidentally forgot to change the Imported flag for it to match Snatch and Steal. Instead, it maintained its template flag.

Plugin Updates as of Launch Date to 2016.03.20~

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Plugin Updates 133~

An optimization update for the Class Change Core is made today. In games that have a lot of classes, you may notice some slowdowns every now and then because of all the classes it goes through to check and update. This plugin will cut on that aspect a bit to reduce unnecessary processing.

Plugin Updates as of Launch Date to 2016.03.18~

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View the changelog here.

To download all available plugins, click here.