These are called Action Sequences, where each command in theĪction sequence causes the game to perform a distinct individual action.Įach skill and item consists of five different action sequences. Where each individual aspect of the skill and item effects can be controlled Action Sequences will require Yanfly's Battle Engine Core to work.īattle Engine Core includes Yanfly Engine Melody's Battle Engine system, These are action sequences that you can use with this plugin. Will work in a priority setting of states (highest priority to lowest),Įquips (first to last), then class, then actor/enemy if more than one This forces the battler's elemental rate for x (or named) to be y%. However, this will not bypass the 'Force Element' action This will cause the battler to not have elemental attacks when using If a skill or item has multipleĮlements, the rate is increased additively for each element and adjusted If the user performs a skill or item that utilizes element x (or name), Or item has multiple elements, the reflect rate is added for each element Increases or decreases the rate to reflect element x by y%. To the element will absorb less of the element. This is so that battlers that are originally resistant to the element willĪbsorb more of the element while battlers that are originally vulnerable Is absorbed, the rate goes down by 200% instead of being just an inverse. Causes element x to be absorbed and heals the battler. IfĪverage is used, it will be the average of all element rates.Īctor, Class, Enemy, Weapon, Armor, and State Notetags: Multiplicative product of all rates, or the highest rate will be used. Either the lowest rate, the additive sum of all rates, the This allows you to set the rule for this skill/item if it has multipleĮlements. Skills and items with multiple elements willįollow the Multi-Element Rule when calculating damage rate. This adds elements x (or name) to the skill/item in addition to the Not bypass reflect properties as a whole, however. Allows this skill/item to ignore elemental reflect properties. Use these notetags if you wish to modify various aspects of elements for Here is a list of Notetag(s) that you may use. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin. RPG Maker MV's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. * Note: If you are using the Damage Core, place this plugin underneath theĭamage Core plugin in the list for maximum compatibility. * Note: If you are using the Battle Engine Core, place this plugin under theīattle Engine Core in the plugin list for additional features. Items having more than one element, battlers being able to absorb, reflect, Multiple elements are handled aren't very clear nor are they too intuitive Introduction Elemental control in RPG Maker MV is pretty lacking. This plugin is a part of the Yanfly Engine Plugins library. Masterarbeit Writer Yanfly Engine Plugins Got errors with your RPG Maker MV plugin? Click here. This is a plugin created for RPG Maker MV.įor help on how to install plugins, click here.įor help on how to update plugins, click here.
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