Original Source
- Original title: TAA_EnemyReinforcements - v1.2.2
- Original author: taaspider
- Original date: July 29, 2020
- Source thread: https://forums.rpgmakerweb.com/threads/taa_enemyreinforcements-v1-2-2.124658/
- Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Releases (RMMV)
Summary
TAA_EnemyReinforcements - v1.2.2 Created by taaspider Terms of Use Any plugins developed by taaspider are free for use for both commercial and noncommercial RPG Maker games, unless specified otherwise. Just remember to credit "taaspider".
Archived First Post
Created by taaspider
Terms of Use
Any plugins developed by taaspider are free for use for both commercial and noncommercial RPG Maker games, unless specified otherwise. Just remember to credit "taaspider".
Redistribution of parts or the whole of taaspider plugins is forbidden (which also includes reposting), unless it comes from the official website (linked within the post). You are allowed to edit and change the plugin code for your own use, but you're definitely not allowed to sell or reuse any part of the code as your own. Although not required to use my plugins, a free copy of your game would be nice!
Introduction
The plugin provides a flexible way for you to create skills or in battle cutscenes where enemies can call for backup! Use comments on troop event pages to setup reinforcement slots, and then note tags on skills or plugin commands to summon reinforcements into action!
Main Features
- Prepare reinforcement slots that allows you to setup how large reinforcements can get. You can setup a single default set of placements, or customize it for a specific troop, or battle;
- Create skills for enemies, so that they can cry for help and summon any enemy you want, or even multiple enemies, be they multiple copies of the same, or a selection of many;
- Summoning skills can have success probability. That means you can setup a skill that has a chance of failing to summon one or more enemies;
- Use Plugin Commands to change the plugin configurations midgame, setting things up for that special boss battle you designed!
- Compatibility with TAA_EnemyLevels, so you can define a specific level or range of levels (to add some randomness) to summoned reinforcements;
- Automatic management of summon order, to ensure that sprites will be given the proper priority (not have a back row enemy displayed over a front row one);
Screenshots
How to Use
WARNING: This plugin requires RPG Maker MV 1.5.0 or above! Please make sure your RPG Maker MV software is up to date before using this plugin.
First of, download the plugin here. There's a few parameters you use to setup default configs:
- Enable Self State: This determines if main enemies on troop (usually those that are already there at the start of the battle) will free a reinforcement slot when defeated. That means, if another enemy can be summoned in its place or not after they're dead;
- Play Summon Animation: Enable or disable animations on summoned reinforcements when they're called into action;
- Summon Animation: The animation itself to be played;
- Entrance Delay: Define a number of frames to wait before presenting the enemy at the screen after reinforcements are called. This is usefull if you want to time it just right to your summon animation
- Entrance Type: Defines how the summoned reinforcement will enter the battle:
- Enter from Spot: Enemy start to fade in from a few pixels below its target position, as if it is comming out of the ground;
- Enter from Left: Enemy slides from the left, from out of the screen;
- Enter from Above: Enemy slides from above, from out of the screen;
- Enter from Right: Enemy slides from the right, from out of the screen;
- Enter from Below: Enemy slides from below, from out of the screen;
- None: Enemy simply appears in its target position;
- Entrance Duration: Defines how long reinforcements fade in will take in frames;
- Enable Battle Logs: Enable or disable plugin specific battle logs;
- Single Summon Message: Message displayed at the battle log when any number of a single enemy is summoned. Use %1 to substitute for the number of reinforcements summoned, and %2 for the enemy name;
- Auto Plural: If enable, the plugin will automatically add an 's' at the end of the enemy name when more than one is successfully summoned. It has its limitations, but should work fine most of the time for games in english;
- Multi-Summon Message: Defines a single generic message to display at the battle log when more than one enemy Ids are summoned at the same time;
- Failed Summon Message: Defines a message to display at the battle logs when a reinforcement call fails, be it by having no reinforcement slots available or any other reason;
<TAA_ER: x1,y1; x2,y2; ... xn,yn>
or
<TAA_ER>
x1,y1
x2,y2; x3,y3
...
xn,yn
</TAA_ER>
You can load slots from enemies position on another troop:
<TAA_ER: TROOP x>
or
<TAA_ER>
TROOP x
TROOP y
</TAA_ER>
You can enable or disable self as reinforcement individually for each troop using the following tags:
<TAA_ER: Self on>
<TAA_ER: Self off>
or
<TAA_ER>
Self on|off
</TAA_ER>
You can also mix and match tags using both the single line and multiline tags. Just separate each command with a semicolon (:
<TAA_ER: x1,y1; TROOP n;Self off>
or
<TAA_ER>
x1,y1
TROOP n
self on
x2,y2;TROOP n2
</TAA_ER>
Finally, you can add note tags to skills to make it call for reinforcements. Be advised though, that calling for reinforcements without any available slots will result in, well, nothing. Also, this tag only applies for enemies calling for reinforcement. You can have an actor with the same skill, but using it will still summon troop reinforcement. The plugin cannot be used to summon new allies.
To make a skill call for reinforcements, use the following note tags:
<TAA_ER: id1,n1;id2,n2; ... idn,nn>
or
<TAA_ER>
id1,n1
id2,n2
...
idn,nn
</TAA_ER>
"id" is the enemy id you want to summon, while n is the number of enemies to summon (so you can have a skill that calls one bat, and another that calls two, for example). You can have as many enemies listed as you want, just remember that reinforcements will be summoned as long as there are slots available. For instance, if you create a skill that calls 3 bats, and the current troop has only two available slots, only two bats are summoned. Every other summon listed for the skill after that will result in nothing. Likewise, if player party kill one of the enemies clearing one slot, that means the next time the skill is used only the first enemy listed on the tag will be summoned and so forth.
Still on skill note tags, you can also add additional notes to define how likely a reinforcement call is to succeed, or a specific level / level range the summoned reinforcement is going to have (YEP_EnemyLevels or TAA_EnemyLevels is needed for this feature):
<TAA_ER: id1,n1,rX,lvY;id2,n2,lvY2:W2>
[INDENT]or[/INDENT]
<TAA_ER>
id1,n1,rX,lvY
id2,n2,lvY2:W2
...
</TAA_ER>
To add randomness to a reinforcement call, set the tag with the enemy id to be summoned, the number of times it will happen, and then add another comma followed by the letter 'r' and the probability of the summoning succeeding, in a number between 0 and 100 (the higher the number, the most likely it is to succeed). For example: <TAA_ER: 1,1,r85>
If the summon specifies more than one summon for a given enemy the probability will be applied for each individual summon. Take the example below:
<TAA_ER: 1,2,r85>
Enemy 1 will be summoned two times, and each time has 85% chance of succeeding. That means the skill can summon from zero to two enemy reinforcements.
To define levels for the summoned enemies, add the letters 'lv' followed by the specific level wanted, or a level range separated by ':'. Here's some examples:
<TAA_ER: 1,1,lv10>
<TAA_ER: 2,1,lv2:5>
<TAA_ER: 5,2,r87,lv5>
<TAA_ER: 1,2,lv8,r95>
Random and Level clauses can appear in any order, as long as the id and number of summons comes first.
Reinforcement Self On
Enable the use of enemy placement on the current troop as available reinforcement slots after they're defeated.
Reinforcement Self Disable
Reinforcement Self Off
Disable the use of enemy placement on the current troop as available reinforcement slots after they're defeated.
Reinforcement Self Reset
Returns self state to the default config defined in the plugin parameters.
Reinforcement Animation Enable
Reinforcement Animation On
Turn on animation display when a reinforcement is called into the battlefield.
Reinforcement Animation Disable
Reinforcement Animation Off
Turn off animation display when a reinforcements is called into the battlefield.
Reinforcement Animation Set animationId
Change the animation to use when an enemy reinforcement is called into the battlefield.
Reinforcement Animation Reset
Restore default configured animation to play when a reinforcement is called.
Reinforcement Entrance Delay Set delayFrames
Update configured delay in frames with the provided value. You can use a variable to set delay by using the tag \v[variableId].
Reinforcement Entrance Delay Reset
Restore default delay value as configured in the plugin parameters.
Reinforcement Entrance Duration Set durationFrames
Updates the currently configured entrance duration. The parameter 'duration' must be a number greater or equals to zero.
Reinforcement Entrance Duration Reset
Resets entrance duration to its default value, as configured in the plugin parameters. You can use a variable to set duration by using the tag \v[variableId].
Reinforcement Entrance Type Set type
Update the currently configured entrance type. The "type" argument is case insensitive and must be one of the following supported values:
Spot, Left, Above, Right, Below, None
Reinforcement Entrance Type Reset
Reset entrance type to default value, set in the plugin parameters.
Reinforcement Add enemyId lowerLevel upperLevel
Can only be used during a battle scene. Calls the specified enemyId into battle using the first reinforcement slot available. You can use a variable to set enemyId by using the tag \v[variableId].
lowerLevel and upperLevel are used to define the summoned enemy level range. They can be omitted if you don't use enemy levels, or if you want the default enemy level calculation to take place. They can also be variables using the tag \v[variableId].
Reinforcement Reset
Resets all configs to default values.
Returns true if the option to turn each enemy position on the current troop available for a reinforcement (after the original enemy is killed). Returns false otherwise.
$enrConfig.enableSelfState()
Enable the use of enemy placement on the current troop as available reinforcement slots after they're defeated.
$enrConfig.disableSelfState()
Disable the use of enemy placement on the current troop as available reinforcement slots after they're defeated.
$enrConfig.resetSelfState()
Returns self state to the default config defined in the plugin parameters.
$enrConfig.isAnimationEnabled()
Returns true if animations on calling a reinforcement is enabled, or false if it's not.
$enrConfig.enableAnimation()
Turn on animation display when a reinforcement is called into the battlefield.
$enrConfig.disableAnimation()
Turn off animation display when a reinforcemente is called into the battlefield.
$enrConfig.resetAnimationEnabled()
Reset to default parameters config if animation on reinforcement call is enabled or not.
$enrConfig.summonAnimation()
Returns the animation ID configured to run when a reinforcement is called into the battlefield.
$enrConfig.setSummonAnimation(animationId)
Change the animation to use when an enemy reinforcement is called into the battlefield.
$enrConfig.resetSummonAnimation()
Restore default configured animation to play when a reinforcement is called.
$enrConfig.entranceDelay()
Returns the configured time (in frames) to wait after calling a reinforcement and it actually starting to appear on the battlefield.
$enrConfig.updateEntranceDelay(delay)
Update configured delay in frames with the provided value.
$enrConfig.resetEntranceDelay()
Restore default delay value as configured in the plugin parameters.
$enrConfig.entranceType()
Returns the current entrance type configured. See plugin help for the list of possible values.
$enrConfig.updateEntrance(type)
Update the currently configured entrance type. The provided type is case sensitive and must be spelled exactly like displayed in the plugin parameters.
$enrConfig.resetEntrance()
Reset entrance type to default value, set in the plugin parameters.
$enrConfig.entranceDuration()
Returns the number of frames it takes for the summoned enemy to appear on the screen (turning from full transparent to full opaque).
$enrConfig.updateEntranceDuration(duration)
Updates the currently configured entrance duration. The parameter 'duration' must be a number greater or equals to zero.
$enrConfig.resetEntranceDuration()
Resets entrance duration to its default value, as configured in the plugin parameters.
$enrConfig.resetAll()
Resets all configs to default.
Demo
You can also test the plugin using my sample demo project. It was built with MV, but you can open it with MZ as well (just open the game.rmmzproject file and you're good to go).
- Version 1.2.2:
- Fixed a bug that could cause the game to crash upon summoning an enemy;
- Added an error handling check to prevent issues with VisuMZ_2_BattleSystemOTB;
- Version 1.2.1:
- Fixed a bug in MZ plugin commands that could cause game crash;
- Fixed a bug that could cause reinforcements to not issue any action in MZ's TPB mode;
- Version 1.2.0:
- Added MZ compatibility;
- Added compatibility and specific features related to TAA_EnemyLevels;
- Fixed a bug when a summon were performed with no slots configured for the troop;
- Version 1.1.0:
- Reinforcements now are layered according to its coordinates, preventing a back row enemy from appearing over a front row one;
- Included some randomness on skill tags, allowing you to set a probability that a reinforcement summon can succeed;
- Added a feature to skill note tags allowing you to specify a level, or level range for the enemy reinforcements. YEP_EnemyLevels is needed for this feature;
- Added the option to use multiple single summon messages when more than one enemy ID is summoned, or keep using the grouped Multi-Summon Message;
- Version 1.0.0:
- Initial release;
Features Mentioned
- Prepare reinforcement slots that allows you to setup how large reinforcements can get. You can setup a single default set of placements, or customize it for a specific troop, or battle;
- Create skills for enemies, so that they can cry for help and summon any enemy you want, or even multiple enemies, be they multiple copies of the same, or a selection of many;
- Summoning skills can have success probability. That means you can setup a skill that has a chance of failing to summon one or more enemies;
- Use Plugin Commands to change the plugin configurations midgame, setting things up for that special boss battle you designed!
- Compatibility with TAA_EnemyLevels, so you can define a specific level or range of levels (to add some randomness) to summoned reinforcements;
- Automatic management of summon order, to ensure that sprites will be given the proper priority (not have a back row enemy displayed over a front row one);
Downloads / Referenced Files
Log in, then follow the RPG Maker Developers Group to see these download links.
Log in to downloadLicense / Terms Note
Terms of Use Any plugins developed by taaspider are free for use for both commercial and noncommercial RPG Maker games, unless specified otherwise. Just remember to credit "taaspider". Redistribution of parts or the whole of taaspider plugins is forbidden (which also includes reposting), unless it comes from the official website (linked within the post). You are allowed to edit and change the plugin code for your own use, but you're definitely not allowed to sell or reuse any part of...
Creator Claims / Removal
If you are the original creator and want this listing reassigned, edited, or removed, join BMMPlay and contact the moderators with proof that matches the original RPG Maker Web profile, linked GitHub, itch.io page, or another public creator identity.
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