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Topics - ICF-Soft

1
RMMZ Script Database / [MZ] ICF Soft - Params Core
September 11, 2020, 06:53:37 pm
ICF-Soft Params Core
Authors: ICF-Soft
Version: 1.00
Type: Parameters Add-on
Key Term: Misc Add-on

Introduction

This plugin allow to add new full custom params. It's ported from MV and edited to work in MZ.

Features

  • Full new custom level based params with buff/debuff and trait modifiers.
  • Full new custom non-level based params with trait modifiers.
  • Full new custom params that emulates hp, mp and tp counters.
  • More control over BParams, XParams and SParams.
  • Allow to aliasing and/or redefine basic Params.

Screenshots

No screenshot required.

Download

You can downolad from here.
You can find blog entry and check for updates here.
You can also find it in my itch.io profile.

Instructions

On plugin setings you can create these new params and how these work by default. Best explained inside plugins help.

Then everything else works with notetags.

Classes and enemies only:
<NPARAM: NParam Base Grow>

Actors, classes, enemies, weapons, armors and states:
<NDEBUFFRATE: NParam Rate>
<NPARAMPLUS: NParam Plus>
<NPARAMRATE: NParam Rate>
<NPARAMFLAT: NParam Flat>
<PPARAMPLUS: PParam Plus>
<PPARAMRATE: PParam Rate>
<PPARAMFLAT: PParam Flat>
<xPARAMPLUS: XParam Plus>
<XPARAMRATE: XParam Rate>
<XPARAMFLAT: XParam Flat>
<SPARAMPLUS: SParam Plus>
<SPARAMRATE: SParam Rate>
<SPARAMFLAT: SParam Flat>

Skills and items only:
<NBUFF: NParam turns>
<NDEBUFF: NParam turns>
<REMOVE NBUFF: NParam>
<REMOVE NDEBUFF: NParam>
<NPARAM GROW: NParam amount>

A bunch of options to make these params to work as wanted.

Compatibility

No compatibility issues yet.

Terms of use

Free for commercial and non-commercial games.
If commercial, a free copy of your game whould be fine.
Credit to ICF-Soft.
Do not repost without permision.

Credits and Thanks

  • ICF-Soft

Author's Notes

For those who want to create params in MZ.
2
RMMV Script Database / [MV] ICF-Soft - Skill Core
April 17, 2019, 03:43:15 pm
ICF-Soft Skill Core
Authors: ICF-Soft
Version: 1.00
Type: Skill Add-on
Key Term: Custom Skill System



Introduction

This plugin allows to give skill costs, conditions and variations to skills.


Features


  • Custom skill conditions

  • Custom skill costs

  • Skill variations




Screenshots

No screenshot required.


Download

You can downolad from here.
You can find blog entry and check for updates here.


Instructions

It needs ICF-Soft Main Utility to work.

Like other plugins it works with notetags.
There are current skill notetags:

<hp cost value value%>
<mp cost value value%>
<tp cost value value%>


- Add skill costs. You can give a fixed cost, a percentage cost or both.

<cparam cost value value%>


- Add skill cparam cost. You can use the name of cparam.

To give skill conditions you can use these notetags:

<custom conditions>
</custom conditions>

You can use these commands inside tags.

hp [=|!=|>|>=|<|<=] value [percent]
mp [=|!=|>|>=|<|<=] value [percent]
tp [=|!=|>|>=|<|<=] value [percent]
cparam [=|!=|>|>=|<|<=] value [percent]


- Add hp, mp, tp and cparam value requisites. It can be equal, not equal greater than, greater or equal, lower and lower or equal a value. By placing the word 'percent' or a percent symbol it can be a percentage.

switch n [on|off]


- Add switch condition to be on or off.

variable n [=|!=|>|>=|<|<=] value


- Add variable condition that can be equal, not equal greater than, greater or equal, lower and lower or equal a value.

js code


- Add a custom javascript condition.


To give skill variations you can use these notetags:

<skill variation name>
</skill variation>

Name is used to determine what variation is used. You can give same variation names to different skills.

You can use these commands inside tags.

hp cost x y%
mp cost x y%
tp cost x y%
cparam cost x y%


- Changes the cost of a skill.

hp [damage|recover|drain]
mp [damage|recover|drain]
cparam [damage|recover|drain]


- Changes damage type.

icon x


- Changes icon.

elements elm elm elm
elements override elm elm elm


- Adds damage elements to skill. By using 'override' the standard damage elements that a skill has will be overriden.

name


- Changes skill name.

evalformula


- Changes eval formula.

effects x x x x


- Add subeffect sets taken from main utility notation. You can add multiple sets. Refer to main utility readme file.


There are also notetags for actors, classes and enemies:

<skill variation names name name name name>


- Adds variation names to be used. The order when picking a variation name  is from left to right, first for actor/enemy, then for it's class. It can work with plugins that give classes to enemies.

All info you'll need can be found inside help section.


Compatibility

No compatibility issues yet.


Terms of use

Free for commercial and non-commercial games.
If commercial, a free copy of your game whould be fine.
Credit to ICF-Soft.
Do not repost without permision.

Credits and Thanks


  • ICF-Soft



3
ICF-Soft - SRD's stats distribution compatibility
Authors: ICF-Soft
Version: 1.01
Type: Compatibility Add-on
Key Term: Menu Add-on



Introduction

Allows to increase stats created by ICF-Soft Params Core with the SRD Stats Distribution plugin.


Features


  • Use of ICF-Soft Params Core

  • Allows increasing max tp




Screenshots

No screenshot required.


Download

You can downolad from here.
You can find blog entry and check for updates here.


Instructions

Just use the name of stats inside SRD's plugin configuration.


Compatibility

No compatibility issues yet.


Terms of use

Free for commercial and non-commercial games.
If commercial, a free copy of your game whould be fine.
Credit to ICF-Soft.
Do not repost without permision.

Changelog

Spoiler: ShowHide

Version 1.01 download.

  • Added use of ICF-Soft Params Core CParams


Version 1.00 download.

  • Initial release.



Credits and Thanks


  • ICF-Soft

4
ICF-Soft - Yanfly Show params compatibility
Authors: ICF-Soft
Version: 1.01
Type: Compatibility Add-on
Key Term: Menu Add-on



Introduction

This plugin allows you to use ICFSoft Params Core with some Yanfly plugins.


Features

It actually works with these Yanfly plugins.

  • Equip core

  • Item core

  • Attach augments

  • Shop menu core

  • Party system

  • Status menu core




Screenshots

No screenshot required.


Download

You can downolad from here.
You can find blog entry and check for updates here.


Instructions

It must be placed below ICF-Soft Params Core and the other plugins to work.

Params to show are separated with spaces.



Compatibility

No compatibility issues yet.


Terms of use

Free for commercial and non-commercial games.
If commercial, a free copy of your game whould be fine.
Credit to ICF-Soft.
Do not repost without permision.

Changelog

Spoiler: ShowHide

Version 1.01 download.

  • Added use of ICF-Soft Params Core CParams.

  • Added option to show params in Row formation menu.

  • Added option to show params in Status menu panels.

  • Solved a bug that disallows augments for creatable params.

  • Solved a bug in Yanfly's attach augments plugin.


Version 1.00 download.

  • Initial release.



Credits and Thanks


  • ICF-Soft

5
ICF-Soft Map Extension
Authors: ICF-Soft
Version: 1.01
Type: Map System
Key Term: Misc System



Introduction

By default RPG Maker MV has a 999 map limit and cannot be added or use more.

This plugin uses a system to allow more than 999 maps by grouping inside folders.


Features


  • Allow more than 999 maps without interfering mapids




Screenshots

No screenshot required.


Download

You can downolad from here.
You can find blog entry and check for updates here.


Instructions

It needs ICF-Soft Main Utility to work.

Inside data folder you create folders named '000', '001', '002' and so on. These correspond to indexes.

When first 999 maps are filled copy all of them and map infos to '000' folder and update current index. Proccess is intuitive for every folder. You can edit only last index.
You would usually close and open project while doing this.

Maps nº 0, 1000, 2000 and so on are not used by RPG Maker, so are skipped.

You can use following plugin commands to transfer player throught maps higher than 999.
maptransfer mapid x y [down|left|right|up]


  - Transfer player to a specified location.

maptransferv var var var [down|left|right|up]


  - Transfer player to a specified location given by game variables.

setvehiclelocation mapid x y [boat|ship|airship]


  - Set vehicle location to a specified spot.

setvehiclelocationv var var var [boat|ship|airship]


  - Set vehicle location to a specified spot given by game variables.




Compatibility

No compatibility issues yet.


Terms of use

Free for commercial and non-commercial games.
If commercial, a free copy of your game whould be fine.
Credit to ICF-Soft.
Do not repost without permision.

Changelog

Spoiler: ShowHide

Version 1.01 download.

  • Added a preload map system.

  • Prepared for a better use of ICF-Soft Event Extension.


Version 1.00 download.

  • Initial release.



Credits and Thanks


  • ICF-Soft


6
Tutorial Database / [MV] Armonic effect
February 06, 2017, 05:49:28 pm
This is an effect you can found in Monster Legends game. When a battler is affected by a skill with it's resisted, it recovers energy.
For this tutorial I'll configure an actor to be armonic to fire and ice, but you can make it for classes, enemies, states, etc.

We will need these plugins:



Step 1:
Install plugins, main utility must be before element core. You can edit element core configuration to your liking or leave as is.

Step 2:
Select what actor will have armony, first as example.

You can use main utility notation (<JSEVAL MASTER elemreact 2>) or element core one (<ELEMENT REACT: 2>), both will work.

Let's see some options:

Code: Option 1

<element react: 2>
this.gainMp(20);
<element react: 3>
this.gainMp(20);
</element react>

Code: Option  2

<element react: 2>
this.gainMp(this.mmp / 10);
<element react: 3>
this.gainMp(this.mmp / 10);
</element react>

Code: Option  3

<element react: 2>
this.gainMp(Math.abs(this._result.hpDamage + this._result.mpDamage + this._result.tpDamage) / 10);
<element react: 3>
this.gainMp(Math.abs(this._result.hpDamage + this._result.mpDamage + this._result.tpDamage) / 10);
</element react>

First option gives a fixed amount of mp, second fills 10% mp and third gives an amount relative to damage and heal. This effect gives mp for every armonic element a skill or item has.

Step 3: test result:
Next to do is test battles. You can create an enemy that attacks with fire and/or ice and test result.

Final:
This effect can be applied to specified actors, classes (with enemies core classes can be applied to enemies), enemies, states, even equipment.
There are unlimited posibilities.

And now you have armonic effect for RPG Maker MV.

This tutorial is avaiable in my blog (in spanish): http://icfsoft.blogspot.com/2017/02/tutorial-efecto-armonico.html and in patreon.
I hope you like it.
7
RMMV Script Database / [MV] ICF-Soft Actors Core
January 30, 2017, 12:40:01 pm
ICF-Soft Actors Core
Authors: ICF-Soft
Version: 1.00
Type: Actor Add-on
Key Term: Actor Add-on



Introduction

This plugin gives level up actions and conditional subtraits to actors.


Features


  • Level up common events and javascript code.

  • Level and custom condition based subtraits.




Screenshots

No screenshot required.


Download

You can downolad from here.
You can find blog entry and check for updates here.


Instructions

It needs ICF-Soft Main Utility to work.

It works with notetags, these can be applied to actors or classes:

<LEVEL SUBTRAITS: lv n>
<LEVEL SUBTRAITS: lv n, lv n, lv n>


- Allow to use a subtrait setup from main utility plugin when an actor has reached specified level. Only highest level is applied.
   You can use all you will need in a line, must be in ascending order.

<CONDITIONAL SUBTRAIT: n javascript>


- Allow to use a subtrait setup for an actor if a condition is met. More than one setup can be applied.

<LEVEL UP EVENT: x>


- Allow to call a common event when an actor level up.

To make subtrait setups you use main utility plugin notation. (See main utility plugin readme file).

Example:

<SUBTRAITS MASTER>
debuffrate 3 0.95
<SUBTRAITS MASTER>
debuffrate 3 0.92
xparamplus 0 0.1
</SUBTRAITS MASTER>



Here's an example of an actor setup:

<LEVEL SUBTRAITS: 5 0, 10 1, 15 2>
<CONDITIONAL SUBTRAIT: 3 $gameSwitches.value(20)>
<CONDITIONAL SUBTRAIT: 4 this.hp / this.mhp < 0.3>
<LEVEL UP EVENT: 1>

<SUBTRAITS MASTER>
debuffrate 3 0.95
<SUBTRAITS MASTER>
debuffrate 3 0.92
xparamplus 0 0.1
<SUBTRAITS MASTER>
debuffrate 3 0.90
xparamplus 0 0.15
<SUBTRAITS MASTER>
paramxflat 1 200
<SUBTRAITS MASTER>
attack_state 2 1
</SUBTRAITS MASTER>



If you want to use special javascript code when an actor level up you can use this notetag.
<CUSTOM LEVEL UP>
</CUSTOM LEVEL UP>


- You can use lastlevel, level and levels variables. They're selfexplanatory.

All info you will need is avaiable inside plugins help section.


Compatibility

No compatibility issues yet.


Terms of use

Free for commercial and non-commercial games.
If commercial, a free copy of your game whould be fine.
Credit to ICF-Soft.
Do not repost without permision.

Credits and Thanks


  • ICF-Soft




Author's Notes

This is a plugin designed to have all actor related funtions. I plan to add more in the future.
8
We are going to make a difficulty system that increases during gameplay. We'll use enemy sustitution for this.

In this tutorial I'll configure only an enemy, but you can use it for all enemies you'll need.

We'll need these plugins:

Also we'll reserve a variable and a switch (the 40th and 40th as example) and we'll call them selector and final cataclism.

Step 1:
Install plugins, main utility must be before enemy selector. We configure enemy selector in enemy var 40 (the variable we have reserved) and in absolute false.

Step 2:
Create all enemies we will use.
We'll use default slime nº2 and make small variations:

       
  • nº5: jelly

  •    
  • nº6: mucus

  •    
  • nº7: venom slime

  •    
  • nº8: lava slime

  •    
  • nº9: vampire slime

  •    
  • nº10: hell jelly


Now we can complete with better parámetros, their traits, skills and hue. In this example there are small variations but you can use every enemy type you want.

Step 3:
Now we'll config enemy nº2 to be sustituted to the other throught notetags. Left number is minimum value for selector to reach, and the other are enemy ids to be swaped. You can use in intervals or the way you want but must be in ascending order:

Code: OPTION 1
<enemy selector>
5:5
10:6
15:7
20:8
25:9
</enemy selector>

Code: OPTION 2
<enemy selector>
5:2 5
10:2 5 6
15:5 6 7
20:7 8
25:7 8 9
30:9
</enemy selector>

Code: OPTION 3
<enemy selector>
5:2 2 2 5
10:2 5 5 5 5 5
15:2 5 5 6 6
20:5 6 6 7 7
25:7 7 7 8 8 8 9
30:7 8 9 9 9 9 9
35:9
</enemy selector>

First is a direct change, second have randomization and third also includes probabilities. I personally prefer option 3.

Now we'll add a special option when final cataclism is triggered:
Code: OPTION 1
<custom enemy selector>
if ($gameSwitches.value(40)) {
   converted = 10;
}
</custom enemy selector>

Code: OPTION 2
<custom enemy selector>
if ($gameSwitches.value(40) && Math.random() > 0.05) {
   converted = 10;
}
</custom enemy selector>

First option switchs to hell jelly when switch is on and second option gives a 95% chance to swap when switch is on. I like second option but you can use which you want.

Step 4 (Optional):
Usually you don't need to configure these other enemies if you don't place them in troops, but if you place them and want to add that functionality to them you can use these notetags:
Code: nº5: jelly
<enemy selector>
15:5 5 6 6
20:5 6 6 7 7
25:7 7 7 8 8 8 9
30:7 8 9 9 9 9 9
35:9
</enemy selector>
<custom enemy selector>
if ($gameSwitches.value(40) && Math.random() > 0.05) {
   converted = 10;
}
</custom enemy selector>

Code: nº6: mucus
<enemy selector>
20:6 6 7 7
25:7 7 7 8 8 8 9
30:7 8 9 9 9 9 9
35:9
</enemy selector>
<custom enemy selector>
if ($gameSwitches.value(40) && Math.random() > 0.05) {
   converted = 10;
}
</custom enemy selector>

Code: nº7: venom slime
<enemy selector>
25:7 7 7 7 7 9
30:7 9 9 9 9 9
35:9
</enemy selector>
<custom enemy selector>
if ($gameSwitches.value(40) && Math.random() > 0.05) {
   converted = 10;
}
</custom enemy selector>

Code: nº8: lava slime
<enemy selector>
25:8 8 8 8 8 9
30:8 9 9 9 9 9
35:9
</enemy selector>
<custom enemy selector>
if ($gameSwitches.value(40) && Math.random() > 0.05) {
   converted = 10;
}
</custom enemy selector>

Code: nº9: vampire slime
<custom enemy selector>
if ($gameSwitches.value(40) && Math.random() > 0.05) {
  &nbsp;converted = 10;
}
</custom enemy selector>

As you can see I've removed the inferior and incompatible ones.

Step 5, test result:
To check that every thing works fine you can create a map with that enemy and events to change variable and switch.

Final:
And the last thing is to asign the way difficulty will be increased ingame:

       
  • One point every hour.

  •    
  • Increase on every happening.

  •    
  • Increase when opening cofins or unlocking secrets.

  •    
  • Increase when completing quests.


With a little imagination there are lots of ways to manage difficulty.

And then you can create an ingame difficulty increase system for your RPG Maker MV game.

This tutorial is avaiable in my blog (in spanish): http://icfsoft.blogspot.com/2016/12/tutorial-sistema-de-dificultad-creciente.html

I hope you like it.
9
RMMV Script Database / [MV] ICF-Soft - Status Menu
December 25, 2016, 05:47:19 pm
ICF-Soft Status Menu
Authors: ICF-Soft
Version: 1.06
Type: Status Menu Add-on
Key Term: Menu Add-on



Introduction

This is a status menu where you can organize actor params.


Features


  • Organize params.

  • Up to three columns plus equipment using all window width.

  • Uses params created by ICF-Soft Params Core.




Screenshots

Spoiler: ShowHide




Download

You can downolad from here.
You can find blog entry and check for updates here.


Instructions

On configuration you can use the name of params like atk, def, mat, mdf or those created by ICF-Soft Params Core like str, int, soul, etc.
You can use up to three columns.

Created pparams can be shown as numeric or percentage. To show a pparam as a percentage add it in percentage config.

You can find everything in help section.


Compatibility

It can interfere with some other status menu plugins (but can enhace others).


Terms of use

Free for commercial and non-commercial games.
If commercial, a free copy of your game whould be fine.
Credit to ICF-Soft.
Do not repost without permision.

Changelog

Spoiler: ShowHide

Version 1.06 download.

  • Allow to change columns and rows ingame.


Version 1.05 download.

  • Allow editing gauge places from battle window.


Version 1.04 download.

  • Added use of cparams.

  • Allow editing gauge places from small info on main and status menus.

  • Removed obsolete system.


Version 1.03 download.

  • Added a column for equipment menu.

  • Added custom formulas for gauges.

  • Use of 1.5.0 new plugin parameters.


Version 1.02 download.

  • Added custom formulas to get values.

  • Added custom columns for specified actors.


Version 1.01 download.

  • Allow to show special and extra params.


Version 1.00 download.

  • Initial release.



Credits and Thanks


  • ICF-Soft




Author's Notes

It can be more usefull combined with ICF-Soft Params Core

More features will be added in the future.
10
RMMV Script Database / [MV] ICF-Soft - Enemies Core
November 24, 2016, 12:45:39 pm
ICF-Soft Enemies Core
Authors: ICF-Soft
Version: 1.02b
Type: Enemy Add-on
Key Term: Enemy Add-on



Introduction

Add different variations to enemies that can affect traits, hue, image, exp, gold, name, etc.
You can also add classes for them with traits.

Plus you can give more conditions to enemy actions and add actions to classes and variations for them.


Features


  • Enemy variations.

  • Enemy classes.

  • Enemy actions system.




Screenshots

No screenshot required.


Download

You con downolad from here.
You can find blog entry and check for updates here.


Instructions

It needs ICF-Soft Main Utility version 1.01 to work.

Like other plugins it works with notetags.
There are current enemy notetags:

<ENEMY CLASSES: x x x x>
<ENEMY CLASSES: x to y>


  - Add random classes. Enemy will get one of these classes.
    You can add 0 for a chance of no class.

<ENEMY ACTION skillId rating>
<ENEMY ACTION skillId rating condition>


  - Add an action to an enemy. You can give special conditions, detailed in plugin's help section.


To add enemy variations you can use these notetags:
<ENEMY VARIATION>
</ENEMY VARIATION>

You can use these commands between tags:

classes x x x


  - Variation will use one of these classes avoiding default.

prefix word


  - Add a prefix to name.

sufix word


  - Add a sufix to name.

action skillId rating
action skillId rating condition


  - Add actions for this variation. Will be combined with default list. Same special conditions as usual.

exp number
gold number
battlerhue number
battlername path


  - Changes default values.

traits x


  - Add a subtrait set taken from main utility notation.


To add enemy class variations you can use these notetags:

<CLASS VARIATION classId>
</CLASS VARIATION>

You can use this commands between tags:

action skillId rating
action skillId rating condition


  - Add actions for this class variation. Will be combined with default list. Same special conditions as usual.

An example enemy setup:
<SUBTRAITS MASTER> -Fire
elem_rate 1 1.5
11 2 0.5
31 2 0 -Fire attack element
<SUBTRAITS MASTER> -Cold
elem_rate 1 1.5
11 2 2.1
31 3 0 -Cold attack element
</SUBTRAITS MASTER>
<ENEMY VARIATION>
classes 2 3 5
exp 500
battlerhue 100
traits 0
prefix Fire
action 5 3 battleswitch iscold
<ENEMY VARIATION>
traits 1
prefix Cold
action 7 3
</ENEMY VARIATION>
<CLASS VARIATION 2>
action 1 3
action 2 4 hp 0.1 0.5
<CLASS VARIATION 3>
action 10 5 mp 0.9 1
</CLASS VARIATION>


All info you'll need can be found inside help section.


Compatibility

No compatibility issues yet.


Terms of use

Free for commercial and non-commercial games.
If commercial, a free copy of your game whould be fine.
Credit to ICF-Soft.
Do not repost without permision.

Changelog

Spoiler: ShowHide

Version 1.02 download.

  • Improved traits.

  • Allow tags system.


Version 1.01 download.

  • Improved enemy action contitions.

  • Added extra enemy drops for default, variations and classes.

  • Added enemy variation chances.


Version 1.00 download.

  • Initial release.



Credits and Thanks


  • ICF-Soft




Author's Notes

More features will be added based on feedback and suggestions.
11
ICF-Soft Enemy Troops Extension
Authors: ICF-Soft
Version: 1.01b
Type: Enemy Add-on
Key Term: Enemy Add-on



Introduction

This plugin allows more conditions to battle events, add encounter conditions and to concatenate troops.
This is similar to ICF-Soft Event Extension, made to work with troops. I've decided to separate this because of the diferences between these so I can give different features each one.
It uses switches and variables that can be needed inside a battle, like game ones, actor and party ones, battle ones, and enemy and troop ones.


Features


  • A lot of switch types and all you will need.

  • A lot of variable types and all you will need.

  • Custom javascript conditions.

  • A lot of encounter conditions.

  • Add enemies from other troops.




Screenshots

No screenshot required.


Download

You con downolad from here.
You can find blog entry and check for updates here.


Instructions

It needs ICF-Soft Main Utility version 1.01 to work.

To enable a page you must give it a condition, then add every extra condition to a page with a comment or note, same format as plugin commands:

switch x x x x x x
battleswitch x x x x x
troopswitch x x
partyswitch x x x
partybattleswitch x x x


- Add specified game, battle, troop or party switch to conditions. You can place all same-type switchs you need in same line.

[prefix]variable x value
[prefix]variablehigh x value
[prefix]variableless x value
[prefix]variablemax x value
[prefix]variableequal x value
[prefix]variabledif x value


- Add a variable condition. There are six types: min value, higher than, lower than, max value, equal and not equal. Optionaly you can add a prefix to use battle, troop, party and partybattle variables this way:

battlevariable x value
troopvariable x value [min/max/avg]
partybattlevariable x value [min/max/avg]


- Party and troop variables can have an extra parameter. If omited it will check sum of members specified variables.
  -min: check minimun of members specified variables.
  -max: check maximun of members specified variables.
  -avg: check average value of members specified variables.

To add encounter conditions you can use these other comments:

encounterswitch x x x
encounteroffswitch x x
encountermapswitch x x x x
encounterpartyswitch x x x


- Add specified game, map or party switch to conditions. You can also add game switchs that must be off. You can place all same-type switchs you need in same line.

encounter[opt]variable x value
encounter[opt]variablehigh x value
encounter[opt]variableless x value
encounter[opt]variablemax x value
encounter[opt]variableequal x value
encounter[opt]variabledif x value


- Add a variable condition. There are six types: min value, higher than, lower than, max value, equal and not equal. Optionaly you can add an opt value to use map and party variables this way:

encountermapvariable x value
encounterpartybattlevariable x value [min/max/avg]


- Party variables can have an extra parameter. If omited it will check sum of members specified variables.
  -min: check minimun of members specified variables.
  -max: check maximun of members specified variables.
  -avg: check average value of members specified variables.

Also you can add enemies from another troop id by adding a comment no mather wich page.

concatenate x x x x
concatenate x to y


All info you will need is in help section.


Compatibility

It's incompatible with plugins that fully override troop setup.

For non-full override troop setup plugins it must be placed before them or otherwise their setup will be ignored.


Terms of use

Free for commercial and non-commercial games.
If commercial, a free copy of your game whould be fine.
Credit to ICF-Soft.
Do not repost without permision.

Changelog

Spoiler: ShowHide

Version 1.01 download.

  • Added encounter conditions


Version 1.00 download.

  • Initial release



Credits and Thanks


  • ICF-Soft



12
RMMV Script Database / [MV] ICF-Soft - Main Utility
August 26, 2016, 01:18:25 pm
ICF-Soft Main Utility
Authors: ICF-Soft
Version: 1.05
Type: SDK Add-on
Key Term: Misc Add-on



Introduction

This is a plugin with a lot of functionality making scripting easier.

There are some recurrent functions inside my plugins so it is made to englobe all I will need.
It's required for the mayority of my plugins.


Features


  • Special json feature to edit/add data fields.

  • Special trait system allowing to add traits to non-trait data (skills and items), add actor/enemy traits ingame plus a subtraits system.

  • Special effects system allowing to add effecs to non-effect data (actors, classes, enemies...), plus a subeffects system.

  • Selfswitches/selfvariables system.

  • Battleswitches/battlevariables system.

  • Special eval system.

  • Extended features for some js built-in objects.




Screenshots

No screenshot required.


Download

You con downolad from here.
You can find blog entry and check for updates here.


Instructions

It uses notetags to add/alter data.
For plugin developers it's recommended to show how to use these tags inside your plugins.


Json master tag allow to alter data in a particular way. You can add new fields or edit out of field limits, it works in json notation, better than just meta-tags.

Use every line between open and close tags to edit a field, first field name followed by a two dots symbol, then one space and the code in json format.

Example:
<JSON MASTER>
gold: 50000000
hands_power: [50,100]
grade: 'F'
</JSON MASTER>


Traits master tag allow to add traits througth notebox.
Every line between open and close tags are three numbers separated by spaces. It is recomended to use the three numbers even if specified trait uses only two, next inline place can be used for comments.
You can use a name instead of first number (see readme for all names).

Example:
<TRAITS MASTER>
elem_rate 1 1.5
21 1 2
31 2 0 -Attack element
</TRAITS MASTER>


Subtraits master tag allow to add more trait setups for different uses like subclass traits, random enemy/item/equipment traits, alter states tiers and so on. It works like traits master but you dont't need to close tag every time you open a new subtrait setup.

Example:
<SUBTRAITS MASTER> -Fire slime
elem_rate 1 1.5
11 2 0.5
31 2 0 -Fire attack element
<SUBTRAITS MASTER> -Cold slime
elem_rate 1 1.5
11 2 2.1
31 3 0 -Cold attack element
</SUBTRAITS MASTER>


Note: More than one plugin can use subtraits in same data for different purposes so you must provide a way to use specific blocks, something like "<MyAmacingPluginSubtraits first last>" can be usefull.

JSEval master tag allow to add javascript code that can be run when a condition is given or diverse pourposes. You can give single key, double key or more, and you don't need to close tag every time you open a new code.

Example:
<JSEVAL MASTER A>
this.gainTp(15);
<JSEVAL MASTER A B>
if (this == subject) this.gainMp(-10);
v.setValue(10, v.value(10) + 2);
</JSEVAL MASTER>


Some variables are passed and can be used inside code:

  • subject: the subject of the action.

  • item: the object used in the action. Can be an item or a skill.

  • isSkill: check if is an skill.


All info you will need is avaiable inside plugin help section and in readme file.


Compatibility

No compatibility issues yet.


Terms of use


  • Free for commercial and non-commercial games.

  • If commercial, a free copy of your game whould be fine.

  • Credit to ICF-Soft.

  • Any plugin that needs this to work must add a clausule to say that ICF-Soft must be included in credits page.

  • Do not repost without permision.



Changelog

Spoiler: ShowHide

Version 1.05 download.

  • Added more js functions.


Version 1.04 download.

  • Added external blocks for traits and effects.

  • Improved tags system.

  • Allow to filter selfswitches and variables.


Version 1.03 download.

  • Added tags system.


Version 1.02 download.

  • Extended battle and self switches and variables to all actors/enemies.

  • Added group effect system.

  • Improved trait system.


Version 1.01 download.

  • Added battle switches and variables

  • Added eval system

  • Added more js functions


Version 1.00 download.

  • Initial release.



Credits and Thanks


  • ICF-Soft




Author's Notes

This is a sdk plugin. I have in mind to add even more utilities.
You can ask me for configurations.
13
RMMV Script Database / [MV] ICF-Soft - Params Core
July 11, 2016, 08:47:32 am
ICF-Soft Params Core
Authors: ICF-Soft
Version: 1.08
Type: Parameters Add-on
Key Term: Misc Add-on



Introduction

This plugin allow to add new full custom params


Features


  • Full new custom level based params with buff/debuff and trait modifiers.

  • Full new custom non-level based params with trait modifiers.

  • Full new custom params that emulates hp, mp and tp counters.

  • More control over XParams and SParams.

  • Allow to aliasing and/or redefine basic Params.




Screenshots

No screenshot required.


Download

You con downolad from here.
You can find blog entry and check for updates here.


Instructions

On plugin setings you can create these new params and how these work by default. Best explained inside plugins help.

Then everything else works with notetags.

Classes and enemies only:
<NPARAM: NParam Base Grow>


Actors, classes, enemies, weapons, armors and states:
<NDEBUFFRATE: NParam Rate>
<NPARAMPLUS: NParam Plus>
<NPARAMRATE: NParam Rate>
<NPARAMFLAT: NParam Flat>
<PPARAMPLUS: PParam Plus>
<PPARAMRATE: PParam Rate>
<PPARAMFLAT: PParam Flat>
<xPARAMPLUS: XParam Plus>
<XPARAMRATE: XParam Rate>
<XPARAMFLAT: XParam Flat>
<SPARAMPLUS: SParam Plus>
<SPARAMRATE: SParam Rate>
<SPARAMFLAT: SParam Flat>


Skills and items only:
<NBUFF: NParam turns>
<NDEBUFF: NParam turns>
<REMOVE NBUFF: NParam>
<REMOVE NDEBUFF: NParam>
<NPARAM GROW: NParam amount>


A bunch of options to make these params to work as wanted.


Compatibility

No compatibility issues yet.


Terms of use

Free for commercial and non-commercial games.
If commercial, a free copy of your game whould be fine.
Credit to ICF-Soft.
Do not repost without permision.

Changelog

Spoiler: ShowHide

Version 1.08 download.

  • Allow tp.

  • More CParam controls.

  • Added CParam damage popups.


Version 1.07 download.

  • Allow items and skills to alter CParams.

  • Allow to grow x/sparams.

  • Allow to set param values.

  • Evaluable params for states.


Version 1.06 download.

  • Added new CParams.

  • Removed obsolete plugin parameters and functions.

  • Minor extra improvements.


Version 1.05 download.

  • Evaluable params for equipment.

  • Set nparams for equipment.

  • Expanded lunatic mode to include enemy classes and actors.

  • Allow to grow pparams.

  • Allow default formulas for base params and nparams.

  • Use of 1.5.0 new plugin parameters.


Version 1.04 download.

  • Allow ICF-Soft Main Core.

  • Expanded lunatic mode to include enemies.

  • More nparam control.


Version 1.03 download.

  • Added XFlat for the double cap.

  • Increased n/pparams to 30.

  • Allow names for x/sparams.


Version 1.02 download.

  • Allow to aliasing or redefining MV basic params.


Version 1.01 download.

  • Use of ICF-Soft Main Utility.

  • Added lunatic mode for custom params and nparams.

  • Changed how min and max limits work.

  • Added double cap.

  • Added more traits.

  • Use of base params.


Version 1.00 download.

  • Initial release.



Credits and Thanks


  • ICF-Soft




Author's Notes

These new params can be used in formulas and aren't limited to battle. You can use these for different purposes.
14
ICF-Soft Formula Shortcut
Authors: ICF-Soft
Version: 1.04
Type: Misc Add-on
Key Term: Misc Add-on



Introduction

This plugin adds a lot of usefull shortcuts to use in formulas.


Features


  • Check highest/lowest param.

  • Check HP/MP/TP rate, percentage and loss from user or user's team.

  • Check entire team ATK/DEF/MAT/MDF/AGI/LUK.

  • Check entire team sparams and xparams.

  • Check entire team ICFSoft Params Core nparams and pparams.




Screenshots

No screenshot required.


Download

You con downolad from here.
You can find blog entry and check for updates here.


Instructions

Use inside formula fields and plugin enabled formula fields.

Some formula examples:
a.highparam() - b.lowparam() / 2
a.allteamwound() - b.teamwound()
a.entiremat() - b.entiremdf() / 2


More inside plugin.


Compatibility

No compatibility issues yet.


Terms of use

Free for commercial and non-commercial games.
If commercial, a free copy of your game whould be fine.
Credit to ICF-Soft.
Do not repost without permision.

Changelog

Spoiler: ShowHide

Version 1.04 download.

  • Complete support for all nparams, pparams and cparams.


Version 1.03 download.

  • Added support for 30 nparams and 30 pparams.


Version 1.02 download.

  • Added support for overriden basic params from ICFSoft Params Core.


Version 1.01 download.

  • Added use of ICFSoft Params Core nparams and pparams.

  • Added team sparams and xparams.


Version 1.00 download.

  • Initial release.



Credits and Thanks


  • ICF-Soft


15
ICF-Soft Element Core
Authors: ICF-Soft
Version: 1.05
Type: Element Add-on
Key Term: Battle Add-on



Introduction

Defalut element system in RPG Maker MV is limited and doesn't allow absorbtion.

With this plugin you can use not only elements but skill, weapon and item types plus element absorbtion.

This new formula makes more things important and gives extra depth in tactics.

Now you can make magic resistance, bulletproof and so on.


Features


  • Added absorbtion

  • Use of skill, weapon and item types

  • Added element curse.

  • Added element/skill/weapon/item enhace.

  • Added element/skill/weapon/item javascript reaction.




Screenshots

No screenshot required.


Download

You can downolad from here.
You can find blog entry here.


Instructions

It works with notetags. These can be used in actors, classes, enemies, weapons, armors and states.

More explained inside plugin.


Compatibility

No compatibility issues yet.


Credits and Thanks


  • ICF-Soft




Terms of use

Free for commercial and non-commercial games.
If commercial, a free copy of your game whould be fine.
Credit to ICF-Soft.
Do not repost without permision.


Changelog

Spoiler: ShowHide

Version 1.05 download.

  • Some code improved.

  • Added get elements framework.


Version 1.04 download.

  • Added element/skill/weapon/item icons.

  • Added custom element/skill/weapon/item rates.


Version 1.03 download.

  • Added element/skill/weapon/item reaction.


Version 1.02 download.

  • Use of ICF-Soft Main Utility.

  • Added multiple elements to skill and items.

  • Added item damage type with resistance and enhace.

  • Added lowest element rate.


Version 1.01 download.

  • Improved formula.

  • Added element curse.

  • Added element/skill/weapon enhace.

  • Changed how rates must be used inside notetags.


Version 1.00 download.

  • Initial release.



Author's Notes

This is a framework. More features will be added.
16
RMMV Script Database / [MV] ICF-Soft - Event Extension
January 29, 2016, 06:32:21 pm
ICF-Soft Event Extension
Authors: ICF-Soft
Version: 1.06
Type: Environment Add-on
Key Term: Environment Add-on



Introduction

Pageevents have a limited set of conditions, there are usefull but sometimes aren't enough.
Variables by default aren't versatile enough because they have "greater or equal" only option.

With this plugin you can add extra conditions like more switches, unlimited selfswitches, unlimited mapswitches and versatile variables.

Mapswitches are special switches that aplies to all events in a map.

Variables can now be even more versatile.


Features


  • All switchs you will need.

  • Unlimited selfswitches and all you will need in a page.

  • Unlimited mapswitches and all you will need in a page.

  • Remote selfswitches.

  • All variables you will need.

  • Switches and variables from actors and party.

  • More versatile variables.

  • New custom javascript function to check conditions.

  • Assign names to pages.

  • Making dummypages.




Screenshots

No screenshot required.


Download

You can downolad from here.
You can find blog entry and check for updates here.


Instructions

To add an extra condition to a page put a note or comment in the command list in a format similar to plugin commands:

switch x x x x
selfswitch x x
mapswitch x x x x x


- Add a game, self or map switch respectively. Game switch must be a number but self and map ones aren't restricted. You can place as many switchs of same type in a single line.

variable x value
variablehigh x value
variableless x value
variablemax x value
variableequal x value
variabledif x value


- Add a variable condition. There are six types: min, higher, lower, max, equal and different to especified value.

customreq: javascript


- Add custom javascript code to check special conditions. If there is at least one custom condition use "result = true;" to activate page. If there are more than one then all will be merged together.

pagename name


- Give a name to a page.

dummypage [name]


- Disallow a page to be trigered by page conditions. You can optionally give it a name.

To turn self or map switches use plugin commands:
selfswitch x true/false
mapswitch x true/false


To turn self or map switches remotely use plugin command:
remoteswitch mapid eventid x true/false




Compatibility

No compatibility issues yet.


Changelog

Spoiler: ShowHide

Version 1.06 download.

  • Allow to call events from other maps.

  • Allow to reffer events by it's name.

  • Prepared for a better use of ICF-Soft Map Extension.


Version 1.05 download.

  • Allow to group events in an array to use without eventId.


Version 1.04 download.

  • Added pagenames and dummypages.


Version 1.03 download.

  • Use of ICF-Soft Main Utility.

  • Added partyswitchs.

  • Added self, map and party variables.


Version 1.02 download.

  • Fixed and improved lunatic mode.

  • More versatile variables.

  • Added remote switchs.


Version 1.01 download.

  • Added lunatic mode


Version 1.00 download.

  • Initial release



Credits and Thanks


  • ICF-Soft

  • I'd like to thank gameus for his idea.




Terms of use

Free for commercial and non-commercial games.
If commercial, a free copy of your game whould be fine.
Credit to ICF-Soft.
Do not repost without permision.


Author's Notes

It's very good combined with plugins like ICF-Soft Time Utility.
17
RMMV Script Database / [MV] ICF-Soft - Time Utility
January 20, 2016, 12:14:59 pm
ICF-Soft Time Utility
Authors: ICF-Soft
Version: 1.05
Type: Misc Add-on
Key Term: Misc Add-on



Introduction

There are games where special things happen on specific day of the week, specific hour, specific day, and so on. There are games where time continues even when off.

With this plugin you can do both.

Time is stored in game variables and can be used inside events. Automatically updates on map changes, but can also be updated manually.

Also you can store time and check how many real time has passed. Time is stored as minutes.


Features


  • Stores times to compare later.

  • Checks how many time has passed.

  • Makes time accesible for map events throught variables.




Screenshots

No screenshot required.


Download

You can downolad from here.
You can find blog entry here.


Instructions

First configure what variables will you use to store time. To skip a param leave 0.
Then use these variables in the events you want to be date-time based, posibilities are endless. More info inside the plugin.

To store a time use plugin command GetTime 'x' where 'x' is the variable to store time.
To check how much time passed use command GetTimeSince x y, GetHoursSince x y or GetDaysSince x y where 'x' is stored time and 'y' where the result will be stored.


Compatibility

No compatibility issues yet.


Credits and Thanks


  • ICF-Soft




Terms of use

Free for commercial and non-commercial purposes.
If commercial, a free copy of your game whould be fine.
Credit to ICF-Soft.
Do not repost without permision.


Changelog

Spoiler: ShowHide

Version 1.05 download.

  • Added timers for real time.


Version 1.04 download.

  • Added functions for gameplay time.


Version 1.03 download.

  • Use of ICF-Soft Main Utility.

  • Added hour and minutes combination.


Version 1.02 download.

  • Added day check with switchs.


Version 1.01 download.

  • Added time travel function.


Version 1.00 download.

  • Initial release.



Author's Notes

This is a plugin with unlimited posibilities.
18
RMMV Script Database / [MV] ICF-Soft - Enemy Selector
January 04, 2016, 12:33:58 pm
ICF-Soft Enemy Selector
Authors: ICF-Soft
Version: 1.04
Type: Misc Add-on
Key Term: Misc Add-on



Introduction

Changes enemies before battle starts. Plus can make an ingame increasing difficult system.


Features

In database we have a 2000 item cap per tab. So we have up to 2000 different enemies and up to 2000 enemy groups. It's usual to use some groups for a different number of same enemy (ex: 2 and 3 bats) and different enemy combinations, so a less number of enemy types are used.

This plugin allow to increase the number of used enemies and, at same time, use a lower number of enemy groups.

Main utility is to implement an ingame difficult increase system with different enemies.


Screenshots

No screenshot required.


Download

You con downolad from here.
You can find blog entry and check for updates here.


Instructions

On plugin setings select wich variable will tou use for the selector.

Then enemies are configured via notetags.
Starting with "<ENEMY SELECTOR>", then the selectors come in succesive lines.
Minimun 2 numbers separated, first by ":" and others by ",". The first is the value for the selector and others are enemy ids to alter.
Selectors must be in ascending order.
And finish with "</ENEMY SELECTOR>".

Example:
<ENEMY SELECTOR>
1:2
2:10,11
</ENEMY SELECTOR>


This enemy will change to database enemy 2 when selected variable become 1. Or will be database enemy 10 or 11 if selected variable become 2.

Plus you can use javascript if you want to make your own formula.
Example:
<CUSTOM ENEMY SELECTOR>
converted = 2;
converted += 25;
</CUSTOM ENEMY SELECTOR>


"converted" is the value where enemyid result is stored.


Compatibility

No compatibility issues yet.


Terms of use

Free for commercial and non-commercial games.
If commercial, a free copy of your game whould be fine.
Credit to ICF-Soft.
Do not repost without permision.

Changelog

Spoiler: ShowHide

Version 1.04 download.

  • Allow ICF-Soft Main Core.

  • New global custom enemy selection.

  • New selector modes.

  • Added a value for test battles.


Version 1.03 download.

  • Use of ICF-Soft Main Utility.

  • Use of ranges.

  • Added plugin commands.

  • Added scripting functions.


Version 1.02 download.

  • Improved lunatic mode


Version 1.01 download.

  • Added lunatic mode

  • Added randomicing option


Version 1.00 download.

  • Initial release



Credits and Thanks


  • ICF-Soft




Author's Notes

My first plugin made for RPG-Maker MV