RPG Maker Plugin – Meliodas’ Full Counter

RPG Maker MV Plugin – Meliodas’ Full Counter

Author: Soulpour777

DOWNLOAD (Mirror 1)

DOWNLOAD (Mirror 2)

Description:

This ability allows Meliodas to reflect attacks aimed at him, back at the enemy, but with much greater power; therefore, the stronger the opponent’s powers are, the stronger Meliodas’ power becomes. This plugin then mimics this ability.

Instructions:

Tag your states with if you want them to behave like Meliodas’ Full Counter. Make sure that the state is a magic reflection ability. This works by injecting new effects if the state is tagged with it and if magical reflect is added into it as an effect. The FULL COUNTER MULTIPLIER is the multiplier of the reflect damage. This means that the actual damage of the reflection (normal) is multiplied by it. When I said that Math formula is accepted, I meant that any math style value is accepted. For example:

Math.floor(Math.random() * 20)

This will randomize between 0 to 19.

RPG Maker MV Plugin – Legend of Zelda Ocarina System

RPG Maker MV Plugin – Ocarina System (Legend of Zelda)

Download DEMO (Mirror 1) – Dropbox

Download DEMO (Mirror 2) – Mediafire

This plugin allows you to create musical pieces using the Ocarina and conjure different effects via common events.

Instructions and Manual:

Place all images under img / soul_ocarina folder. If the folder is not existent, please do create one.

For the Key Images, they are named after what key they are. A is A, B is B and so on.

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Max Number of Notes
====================

This one is the max counter before the ocarina stops accepting more notes. This means that even if the number of notes for one piece is 7 and your counter is 10, it would execute the piece right away and clears the counter. So, if you input more than the max number of notes, it won’t accept it anymore and just transfers you to the map.

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HOW TO ADD YOUR OWN MUSICAL PIECE
=================================

To add your own musical piece, do this on a script call:
$gameSystem.createSongPiece(key, commonEvent);

where:
key is the list of keys. Enclosed in a [], separated in commas.
commonEvent is the common event ID executed when the ocarina plays this pattern.

example:
$gameSystem.createSongPiece([‘D’, ‘E’, ‘B’, ‘D’, ‘E’, ‘B’], 6);

^ when you play the ocarina and you successfully made
DEBDEB, common event 6 would be executed.

Q: What does a common event for the Ocarina looks like?

A: First and foremost, you would have to setup the things you want to happen when the music is correct. In my case, for example, let’s say that the player played Song of Storms correctly, this is how I would put it:

ocarina_event

The correct tune executes the common event. Don’t forget to reclaim your BGM in the end. The reason why I chose common event rather than scripting the whole thing is that when you do eventing, this allows you to have a better control of what you want to do, rather than being limited to what’s inside the plugin parameters, for that matter. This way, it gives you more creativity to what you want to achieve in each song.

That’s it for this plugin and I hope you use it in one of your projects.

Thank you!

RPG Maker MV Plugin – Battle HUD Factory

RPG Maker MV Plugin – Battle HUD Factory

DOWNLOAD (First Version)

Note: The face index version was requested by Izeck Kattz on my youtube channel video. The Face Index Version would now use the face index instead of the actor’s name, this way, the actor bust would not be limited by merely what the name is.

DOWNLOAD (Face Index Version)

Each category is sliced in this plugin so that the user can dissect which is which in their deployment of the HUD. Let it be known that the HUD resources should be inside the img / BattleHUD / Factory folder. If this folder directory is none existent, please do create.

I will be explaining how to use this plugin per parameter steps.

All tagged X | talks about the x coordinate.
All tagged Y | talks about the y coordinate.
All tagged H | talks about the height.
All tagged W | talks about the Width.
All tagged Col | talks about the columns of the selectable command on screen.
All tagged Opacity | talks about the transparency of the object in the screen.

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YANFLY COMPATIBILITY
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This plugin is compatible with Yanfly’s ATB.
If you’re using the ATB, change the HUD_Background to HUD_Background_ATB.

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BATTLE MESSAGE
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I erased the original start message about the enemies emerging on screen. You can reset by going to the START | Battle Message and set it to true.

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LINE MARGIN
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This is the margining of the HUD being displayed on screen. Height value means higher distance between the huds, while lower value means lower distances between the huds. This is if you’re using a higher resolution of the windows and you have 5 to 10 members, then you can use this to shorten the distances of the drawn HUD.

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PARTY COMMAND
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This is the Fight and Escape Command. By plugin default, it is placed above, where its image overlay (from COMMAND IMAGES) are located above it. You can set up the coordinate of it as well.

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ACTOR COMMAND
=====================================

This is the actor’s command window. This is where you set up whether you want to attack, use a skill / item and guard.

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SKILL WINDOW
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This is the window dedicated on you selecting a skill the current selected actor will use.

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STATUS WINDOW
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This is the window that shows the status of the player. However, since we are using the HUD, this means that we don’t need it. However, I created a dummy to create the states that the actor is suffering / has in battle. By plugin default, I erased it from the screen.

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ACTOR FACES
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Ah, yes. If you want to show the faces of the actor in battle (or even the bust or battler, really…),
you can do it with this plugin. It sets it below the HUD so you can show the illusion of them
facing you or the enemies in battle. Please be informed that the images are still stored on the directory mentioned above.

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PARTY AND ACTOR COMMAND IMAGES
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These are the two brown images you see on top of the battle screen. I inlined it with the  coordinates of the windows so it fits well.

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ARROW IMAGES
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The arrow is something you see when you select the actor when using a skill. This is only
recommended if you’re using one to four actors in battle, since the commands that tie with
it in the ARROW CUSTOM setup denotes the  movement of the arrow in 4 different corners
of the screen. It has a few animation as well, which may come in slow for wide screen  games not unless the user edits the FWD and BWD parameters.

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FAQ (Frequently Asked Questions)
=====================================

Q: Can we use formula / math functions inside the numerical type of parameters like the speed and movement of the arrow or the x coordinate of the window?

A: Yes you can. They are eval methods, so you can definitely play around them and the way you want the positions to be given for each object / item.

Graphics are edits and rehash from the graphics I used on my Rune Factory HUD, credits to Neverland.

RPG Maker MV Plugin – Battle HUD Rune

SOUL_MV Battle HUD Rune
Author: Soulpour777

DOWNLOAD

Description:
This is a battle hud to replace your normal base Battle Status. Version Rune
Credits for Resources (portraits)

Makapri (Site 1 | Site 2)

Date Created: 6:44PM, June 2, 2016
Date Finished: 1:05PM, June 3, 2016

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INSTRUCTIONS
===================================================

Place all your images at img / BattleHUD / Rune.
If the directory is not existent, create one.

I. Configuring Messages In Battle

Messages when the battle starts could be very annoying. This is in the fact that you can see what enemies you’re fighting in the screen anyway. If you’re using Yanfly’s Battle Engine Core, you can even see their names when selecting, so it’s pretty much useless to have the start message anyway.

However, if you want the messages to still run as normal, the parameters:
Show Battle Message – shows the battle message by default
Start Message Position – the position of the message box.
The value of this parameter must be a number (in formula or integer).
It only accepts three, however, which are:
0 – Places the message on top of the screen
1 – Places the message in the middle of the screen
2 – Places the message in the bottom of the screen
Start Message Background – the background of the message box. The value of this parameter must be a number (in formula or integer). It only accepts three, however, which are:
0 – Shows the message in its normal window.
1 – Shows the message in dim / black background.
2 – Shows the message in transparent background.

II. Setting up the Commands

Party Command means the Fight and Escape commands when you start the battle.

Actor Command Window means the command list of the actor on his/her actions, whether to Attack, Use a Skill, Use and Item or Guard.

Enemy Window means the list of targettable enemies during enemy target selection.

Columns means the horizontal orientation of the commands as well as the value of how many things you want to see in the window. In this plugin, the Col means the maximum columns and items you want to see in the window (visible by default).

W stands for Width.
H stands for Height.
X stands for the x position / coordinate of the certain window.
Y stands for the y position / coordinate of the certain window.
Col stands for Max Columns.
Align stands for Text Alignment.
Opacity stands for the transparency of the object.

The values that should be entered for all of these should be in formula or integer value, except the alignment, where the values should be left, center or right

III. Actor Sprites

The actor sprites (can be face or image) are separately drawn from the base of the hud. They can be designed definitely how the user of this plugin desires.

RPG Maker Plugin – Sequence Message Bust + Picture Motion

Sequence Message Bust and Picture Motion Plugin

DOWNLOAD (Mirror 1)

DOWNLOAD (Mirror 2)

Sequence Message Bust Plugin

Introduction:

This plugin allows you to show a bust while in sync with the message.

Instruction:

The bust images should be placed in the img / pictures folder.

The bust should be in accordance to the face image name and index used in the message box. For example, if you’re showing Harold, then an image named Actor1_0 should be in the pictures folder. This is because Harold’s face is from Actor1 face image name and the face index of Harold’s face from the image is 0.

Image Index:

0 1 2 3

4 5 6 7

Plugin Commands:

SOUL_MV FadeIn true

^ this will set the fade in style to be activated. Fade In allows to make a slight fade in effect when the bust is shown in the screen.

When this is activated, cycling is automatically turned off.

Accepted values:

true

false

SOUL_MV Cycle true

^ this will set the cycling to be activated. This will then use sequence of bust images instead of fading in. When this is activated, fade in is automatically turned off.

Accepted values:

true

false

SOUL_MV ChangeSequence x

^ where x is the number of sequence you want to set as the new sequence number for the specific bust.

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SEQUENCES

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The sequences should be in accordance to your Bust Sequence Number value. Sequence are started to be numbered by 1. For example, if your Bust Sequence Number is 3 and you want a sequence for Actor1_0, bust images with the name Actor1_0_1, Actor1_0_2, Actor1_0_3 should be in the pictures folder.

For example, we set the action for Ryuuichi:

ryuuichi

These will be the motion of Ryuuichi when the bust is shown.

Picture Motion Plugin

Description:

This plugin allows you to show an image that creates sequence timers so it appears as if you’re showing a film reel / motion picture or a gif like set of sequenced images.

Instructions:

Place all images in the img / Pictures folder.

What does it mean by Prefix?

In your plugin commands, the imagename is a prefix. It means that if you have an image sequence of Picture_1, Picture_2, Picture_3 for example, the image name should be Picture, not Picture_ or Picture_1.

The command only needs the first word.

Plugin Commands:

Start : PictureMotion : imagename : speed : x : y : frames

where:

imageName is the name of the image you are using. (Prefix Only)

speed is the speed of the sequence for interchanging

x is the x coordinate of the motion picture

y is the y coordinate of the motion picture

frames is the number of frames your motion picture has

example:

Start : PictureMotion : Picture : 5 : 250 : 300 : 6

konata

These for example, are the motion picture frames for the picture shown on the screen. Each has frames, so you can always change it via the plugin command.

If you are interested how I did the video demonstration, this is how I did it:

motion1 motion2 motion3

Note: Images used in this plugin are for testing and demonstration purposes only. It is subject under fair use and no copyright infringement intended.