Downloads - Victoria 2: Heart of Darkness
This plugin also adds in the updates and new functions from the versions leading up to 1. For the advanced users out there with JavaScript experience, you can set certain switches and variables to return data about the game through pieces of code on the get go. This can be used for event page conditions, enemy AI conditions, troop page conditions, and more! This plugin will give more control over how the stats are handled and more. This plugin also allows you to adjust the exp needed for each level per class.
This plugin adds the ability for your player to freely change the classes of actors outside of battle from a menu. Requires the Class Change Core plugin.
This plugin enables your actors to be able to have a secondary class as a subclass! Subclasses can carry over skills, skill types, traits, and stats!
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How they carry it over is entirely up to you! With this plugin, now you can along with a few more goodies! Have more control over your main menu straight from the Plugin Manager. Add, remove, hide, show, enable, disable commands from your main menu altogether! This plugin lets you create Main Menu commands that play different common events depending on which actor is selected.
A variety of combinations can be ran depending on which keyword and actor is picked by the player before running the common event. The Message Core plugin adds more functionality to the default RPG Maker MV message system, enabling more text codes, a name box, and adjustable message window sizes!
These features range from text sounds, more name window options, face index control, hex colors, extended choice controls, and more precise window positioning control. New text codes are also added to further ease the usage of the message window. This plugin makes use of text codes to deliver vital information to the player.
The new text codes also allow you to change the text color based on two number comparisons for conditional ways to color your text. In addition to conditional colors, text can also be displayed based on switch values or custom conditions. These saved messages can also include any choices from the choice lists they have selected, any numbers they may have inputted, or items they selected from special events.
Europa Universalis IV to Victoria II Converter
This is a small plugin that adds in a new text code for messages so that people can run JavaScript code and display it as text. This can be used to make calculations on the fly without needing to use Change Variable events prior to displaying the amount or to determine what kind of string would be displayed without making a plethora of Conditional Branch events. Using this plugin, you can now develop macros for the message system or anywhere that uses text codes in general. The option to control the message speed is quite common in RPG's nowadays.
Players can put in whatever option they feel like for the text to go at, or if they wish, to have the text display instantly! This plugin will add in the 'Message Speed' option into your Options Menu for players to adjust! It comes with speeds from 0 slowest to 10 fastest and even an "11th" speed of being instant! They offer the ability to launch custom plugin functions without the structural complexity of script calls.
This plugin allows you to use variables and switches to make the Plugin Commands values more flexible. This plugin provides a new save interface for the player. Along with a new interface, the player can also load and delete saves straight from the menu itself.
This will in turn make the save command from the Main Menu always available, but the save option within the new save menu will be enabled depending on whether or not it is allowed or disallowed. From the interface, the player is given more information regarding the save file including the the location the player saved at, the amount of gold available, and any variables that you want to show the player as well.
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This plugin adds in an Autosave function to your game s and lets you control when to Autosave or set it to do it automatically under certain conditions. It lets the player re-experience the game in a different way with either carried over items, to carried over party members, to carried over skills, switches, and variables even. However, the number of Self Switches provided is a mere 4 in total, not enough for some of the more complex events. This plugin will let you extend the number of Self Switches.
This plugin enables you to utilize custom formulas for these Special Parameters to alter them in such a way where MAT can alter the MP Cost of skills and whatnot. However, we can beef it up a little bit more using the Battle Engine Core to add more features and capabilities to the battle system! This pack includes action sequences that are mechanics-related for your actions. The second of three action sequence packs for the Battle Engine Core focus on visual aspects of an action such as moving, jumping, changing the screen tint, and more!
Lights, camera, action!
The third action sequence pack for this set includes the ability to control the camera and zooming! Use these action sequences provided by this plugin to make your actions look nice and flashy! This plugin requires Battle Engine Core. This extension plugin allows you to animate enemies in a number of ways, from giving static enemies breathing, floating, and scaled attributes to utilizing animated sideview actors as potential battlers for your enemies instead of static graphics to help make your enemies appear more lively!
The ever so popularly requested battle system: ATB! Made similarly to match the Final Fantasy series, the ATB system starts off with your characters filling up their gauges before they can input an action. Once an action is inputted, they start to quickly charge it up before going to perform their attack.
You can read here to learn why. You can continue using it, but do not expect everything to work with it. The gauges can be shown either below or above the enemies. Battle participants are placed in a visible turn order based on their agility and speed. When it becomes their turn, they input an action and execute it immediately, then proceed back in line. The CTB system focuses heavily on turn manipulation to change the strategic flow of battle.
However, actions are not selected at the start of the turn. This is to prevent any balancing issues that come from tick-based battle systems as they tend to be far more difficult to balance compared to turn-based battle systems. This plugin will give you more control over how counters work in the sense that you can choose to have the counter connect first before allowing the counter skill to proc.
The player can scroll through the list and view newly added help descriptions of the states, buffs, and debuffs in a help window. It is specifically made to work only with turn-based battle systems. Want to display HP gauges visibly on enemies? And possibly even your allies? Want to give certain enemies different color HP gauges or make it longer than usual? Or make it required that enemies must be defeated first before showing their HP gauge? Well, now you can! Non-animated enemies often appear lifeless.
They maintain one appearance throughout the whole battle and do not change it under any circumstances. This plugin allows you to set different images for enemies when they are under certain health percentages as well as other conditions. These effects can range from adding more HP, applying a new state to the user after everything else has happened, removing debuffs, playing an animation, or even absorbing a fraction of all the total damage directly dealt by the action this turn.
This Lunatic Pack provides a new batch of effects that you can use to empower your items and skills, or to even globalize them as a result of states. The Absorption Barrier is a new mechanic added for battle. Barrier Points, a new type of stat, provide a layer of protection for battlers. Any direct damage that would normally be done to HP would be dealt to the battler's Barrier Points first, mitigating any real damage dealt to the battler.