
- RPG MAKER MV YANFLY BASE PARAM CONTROL SLOW BATTLES UPDATE
- RPG MAKER MV YANFLY BASE PARAM CONTROL SLOW BATTLES CODE
Makes it possible to take a break from the effect of rain after teleporting to an internal map (such as the interior of a castle / house / shop / dungeon) POGMV_SemGoteira - Disables rain on indoor maps. Simple Battler Motion - Customizing battle movesĪllows the developer to customize the movements of the characters in a battle depending on the skill he is going to use. Similar to Final Fantasy XII where you have a board you can navigate with each character, deciding where exactly you wish each one to excel Modifies the amount of damage/healing from regen. Inspired by World of Warcraft's "Smart Loot", where the main attack stat is applied for a qualifying class. Spatial Audio/Voice Acting/New Channels/etc Intended to fix rendering issues with window skins, especally with thin, opaque, or retro styled windows. You can assign a BGM to any region, as well as detailed fade-in / fade-out times and pitch/volume/pan. Load notes or parts of notes from text filesĬonverts the actor TP gauge into an EXP gauge.

RPG MAKER MV YANFLY BASE PARAM CONTROL SLOW BATTLES CODE
Yanfly Message Core Javascript Eval AddonĪdds a text code to run script commands in the middle of a message box Use the scriptcall below to gain all items. Highlight parts of any text in your game (Message text, scrolling text, etc.) with any hex color!Įffectively remove the help window from all selected scenes, while also allowing for its existence (in whichever window from the scene you want it to be enabled)Īllows a developer to change many of the "fixed" parts of the RPG Maker engine without needing javascript knowledgeĬustomize menu SE(Item/Skill/Equip/Options,etc)Ĭustomize the SE of accessing different menus in the game.

Recovers a certain percentage to HP, TP, and MP on each level up.Īllows the player to always escape any escapable battle successfully.Īllows the player to highlight menu options by hovering with the mouse. To give the developer more control and flexibility when setting up loot drops from enemiesĪdd requirements for equipment to be equipped and unequipped!Īdd and remove states when equipping and unequipping items!Ĭhange your pictures on the fly, without fiddling with Create/Move Picture events.Īnimate your title screen by having it switch between multiple frames! You can use this for taming enemy, or even swap team side ? Encrypt your game assets if you don't want to be relying on MV's default encryption. Plugin that serves to fight pesky resource stealers. This plugin does nothing more than extend text field from database to use longer damage formulas. Soulrender's Extended Skill Damage Formulas Save your players time and customize how you want the healing to happen. In this instance, as case 1 followed directly from case 0, 0 will "fall through" the evaluation and execute the code for the case below it.Runs common events that are listed in the plugin parameter every time the player changes maps.Ī basic speedrun timer that can be used through plugin command If a match is found, the associated block of code will be executed. The switch expression will be evaluated once and its value compared with the values of each case.

The switch statement is essentially a shorthand way of combining a number of if/else conditions. So if one of them ends up running, the rest won't run because isSceneChanging will no longer be true.
RPG MAKER MV YANFLY BASE PARAM CONTROL SLOW BATTLES UPDATE
The reason the if statements are separate even though they check the same condition is that the update functions being called are calling the goto function of SceneManager, which changes the condition isSceneChanging bases its return value on. This seems like a convoluted way to do it, but basically what it's doing is making sure no scene transition is taking place before trying to go to another one, to avoid scene changes overlapping. And finally, we have one final check for the scene not changing, and call updateCallDebug if the debug menu is waiting to open. Then we have another check that the scene is not changing, where we call updatecallMenu if the menu is waiting to open. Then we have another check that the scene is not changing, where we call updateEncounter if a battle is waiting to start. Anyway, following that check, we check to see whether SceneManager is not changing the scene, and if this is the case we call updateTransferPlayer to process map transitions if one is waiting. First, we call checkGameOver, which checks whether the game is over.

start = function () The updateScene function.well, updates the scene.
