Unsupported Plugin Count: [ 24 / 118 ]
This is a list of all “unsupported” plugins. These plugins still work perfectly fine; however, I will not be updating them to resolve conflict errors due to various reasons. The reason for each plugin’s lack of support is listed next to them.
Active Defense Core – Active Defense: Charge – The “Active Defense” series lacked enough support to be continued.
TP Upgrade – TP Upgrade is a very old plugin with many flaws; I have plans to maybe remake it again, but it’ll be up to the people.
Sequence Input – “Skill Sequence Maker” will replace this mechanic if it is released.
Custom Battle Intro – Replaced with a more effective system for making battle intros: Common Event Battle Intro
Movie Credits – This was a truly inferior plugin, written very cheaply. Has been replaced with a more effective credits plugin: Credits Plugin
Shaking Windows – This was just a dumb idea. XD
Blinking Faces – To be potentially replaced with “Animated Message Faces,” a popular plugin within the monthly plugin polls.
Debug Display – This was a pretty dumb idea; Super Tools Engine now handles things better.
Debug Speed Up – This feature was adopted into the Super Tools Engine!
Variable Rates – Just a really useless plugin. ¯\_(ツ)_/¯
Timed Attack Core – Timed Attack: Circle – Timed Attack: Clock – Timed Attack: Mash – Timed Attack: Arrows – Timed Attack: Wheel – Timed Attack: Results – Timed Attack: Action Sequences – The original “Timed Attack” series is being replaced with “Timed Attack Maker”.
Pokemon 4 Moves Only – Pokemon Move Deleter – Pokemon Trainer Sprite – No longer support the “Pokemon” plugins due to their basis on a specific mechanic.
Pokemon Type System – Pokemon Type Display – Will potentially create a new “Elemental Core” plugin to replicate the success of this plugin.
Pokemon Trainer Name Input – Name Input Upgrade handles this mechanic better.
I posted a thread on the rpg maker mv forums about the issues i am running into with the timed attack series. Basically, I cannot get it to chain, even using the Follow Up plugin. If you have played LOD, then you get the gist of what I wish to do. It won’t be exactly like that, but it has all the same properties. I have gotten every single thing set up the way I needed it, except the ability to “repeat” the action during the same attack. like, say, an attack that takes 7 strikes. for lack of a better example, and because I don’t know javascript well, I will put it in human terms:
—————————————————————————————————————-
Circle1: attack slow
circle2: attack normal
circle3: attack fast
move player to enemy
timed attack: circle1
show attack animation
if Hit is near perfect: timed attack: circle1
show attack animation
Else: Miss
End animation
move player back to starting position
end
if hit is near perfect: timed attack: circle 2
show attack animation
Else: Miss
End animation
move player back to starting position
end
if hit is near perfect: timed attack circle3
show attack animation
Else: Miss
End animation
move player back to starting position
end
if hit is near perfect: timed attack circle3
show attack animation
Else: Miss
End animation
move player back to starting position
end
if hit is near perfect: timed attack circle3
show attack animation
Else: Miss
End animation
move player back to starting position
end
If hit is near perfect: timed attack circle2
show attack animation
Else: Miss
end animation
move player to starting postion
end
———————————————————————————————————————
and essentially a code set up like this (yes I know the actually code would be much, much more complicated) would give the player the ability to perform attacks of variable speeds and chain combos. they would be able to put into the note of the skill say, triple attack:
move player to target
timed attack2
show animation
timed attack2
show animation
timed attack2
show animation
move player to start
end
but if the player misses an attack it would cancel out the rest of the attacks in the sequence, and only give damage dealt for the successful attacks prior to the failed one, and send the player back to his side of the screen and end the battle. If the player completes all of them perfectly, he gets a chance of a critical hit being the last hit and the points (say, TP) gained is doubled or some such.
I really don’t know if i am explaining this in any way that makes sense to anyone but me……
Anyways, Just my two cents. I would love to see the new timed attack plugin when you are done with it. And I really can’t move on with my game much more until I Figure out how to at least chain in several timed attacks together. It is a crucial part of the fighting style I have been working on.
This is an action sequence for one of my game’s skills. It utilizes SRD Timed Attacks with Yanfly Action Sequences. I think you’ll find what you’re looking for in here.
change variable 196 = 1
display action
Eval: user.removeState(79);
Eval: user.removeState(80);
Eval: user.removeState(84);
immortal: targets, true
death break
if target.hp <= 1
wait: 1
else
se: Wind1
move user: target, front, 5
Swap Weapon: user, 2
Eval: user.addState(36);
motion missile: user
action animation
shake screen: 3, 9, 10
wait for animation
action effect
if target.result().critical
animation 0265: target
end
if target.hp = 1
Timed Attack: 253
if $gameTemp.tas_power > .5
change variable 196 = 2
Swap Weapon: user, 2
float user: 20% 10
wait for float
float user: 0%, 10
motion attack: user
animation 0007: target
shake screen: 3, 9, 10
ani wait: 5
action effect
death break
wait: 30
immortal: target, false
Wait 30
wait for animation
wait for movement
Eval: user.removeState(28);
opacity not focus: 100%, 5
wait for opacity
show battle hud
//———————Note the if target hp greater than or equal to 1 is what makes him stop if the target dies before combo is done————
if target.hp >= 1
Timed Attack: 253
//—————————- you need the if $gameTemp.tas_power to start up another timed attack if the previous was successful. You can choose between 0 and 1 with 1 being a perfect score, though I suggest using 0.97 for perfect, while here I went with 0.5 ————-
if $gameTemp.tas_power > .5
change variable 196 = 3
jump user: 25, 10
move user: point, 750, 400
wait for movement
face user: target
Swap Weapon: user, 4
float user: 20% 10
wait for float
float user: 0%, 10
motion spell: user
wait: 30
se: Wind1
projectile icon 419: start user, goal target, duration 15, arc 0, spin -0.5
wait for projectile
animation 0007: target
shake screen: 3, 9, 10
ani wait: 5
action effect
wait: 30
immortal: target, false
Wait 30
wait for animation
wait for movement
Eval: user.removeState(28);
opacity not focus: 100%, 5
wait for opacity
show battle hud
else
immortal: target, false
Wait 30
wait for animation
wait for movement
Eval: user.removeState(28);
opacity not focus: 100%, 5
wait for opacity
show battle hud
reset zoom: 10
reset camera: 10
opacity not focus: 100%, 20
wait for opacity
show battle hud
immortal: targets, false
change variable 196 = 1
What this skill does, essentially, is has the user attack then call a timed attack. If the timed attack is at least 50% successful then another attack will happen, calling a 2nd timed attack. If successful, a 3rd attack will ensue. You can do this as many times as you like. Don’t mind the variable stuff or the adding/removing states, that’s all for deeper mechanics and do not effect the skill itself.
Now I know you’re still not supporting the Timed Attack plugins but I gotta ask, with Timed Attack Arrows and Timed Attack Wheel, they seem to kinda break when you adjust the position of Side View Battlers using Yep’s Battle Core, like you can still preform the action but can’t see the images, is there any solution to that?
Wait, that’s a lie it DOES work when I open it in a new program, must be conflicting with some other plugin.
Okay, upon further play testing I’ve discovered it has to do with Yanfly’s Animated Side View Enemies, any ideas? Apologies for the message spam btw.