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Rpg maker mv yanfly buffs and states core common event
Rpg maker mv yanfly buffs and states core common event












rpg maker mv yanfly buffs and states core common event
  1. #RPG MAKER MV YANFLY BUFFS AND STATES CORE COMMON EVENT MANUAL#
  2. #RPG MAKER MV YANFLY BUFFS AND STATES CORE COMMON EVENT FREE#

This is GODSEND for cutscene-heavy games. There's a lot of great QOL improvements, such as the Preview Move Route function and the ability to playtest specific events at specific points within the event, rather than having to play the entire thing out manually. And most of the "MV jank" problems with the editor have been resolved, though it still has a bit of it here and there. It's a really fun engine to mess around with. It's cleaner, feel crisper and the backend potential feels so much approachable especially with the powerful VisuStella plugins that came out at launch. I haven't been playing with it 24/7 since launch day, but I've been casually using it throughout the week and my biggest takeaway is that MZ feels much more "complete" than MV ever did. There's easily closer to 15-20 Yanfly MV Plugins within the ten Visustella Plugins. Yeah, the Battle Core Plugin alone contains the features of four or five Yanfly plugins.

#RPG MAKER MV YANFLY BUFFS AND STATES CORE COMMON EVENT FREE#

author=Liberty ^ yeah, the core pack (of about 10 plugins) is stupidly versatile and it looks like they'll end up building a library of paid plugins, but the free stuff is pretty amazing without anything else added on top. However, until that happens and the price lowers, you could also chose to stick with Ace or MV for now. So given that out of the box MZ is already compatible with the majority of assets created for MV (even some of the plugins still work), even the the smaller community support of RM today is more than enough for MZ to easily surpass Vx Ace as the best RPG Maker. The only thing I think MZ has that is inferior the MV is the RTP, but if you own both you can easily just copy/paste everything over. That said, these 'nice touches' do add up. Having weapons replace the attack command without a plugin is a nice touch. You can preview move routes now, it's a nice touch but doesn't significantly change how I create move routes.

#RPG MAKER MV YANFLY BUFFS AND STATES CORE COMMON EVENT MANUAL#

But that's the thing, anything outside of XP's manual layer control can be summed up as 'a nice touch'. Regardless, having it integrated makes it easier to work with in the database, adding skill delay to skills allows an execution delay in combat, so it's easy to emulate Final Fantasy's IV-VI attack delay by adding a -5 delay to the attack command or something. I believe Yanfly's ATB plugin for MV didn't even have an active option. Yes, you can plugin ATB in MV, but I never really found one I liked. In MV, you have to replace the tile with the ground layer tile under it, than replace it with the tile you want. Sure, it had more layers than VX Ace, but at least in Ace you can overwrite the tile and call it a day. I'd say in hindsight it's the worst mapping system of any RPG Maker. Creating complex map designs and making significant edits to maps is now a smoother process. It's been one of the most requested features since it was removed in VX over a decade ago, and while it was a sin for it to be removed to begin with (and for so long), I'm glad it's back. The return of XP Layers is the biggest draw for me. I don't blame people for waiting a year where it would likely be $50 or less during the Steam Summer Sale. I got the -20% discount for owning MV on Steam, lowering the price to $60-ish and for my needs I'd say it's just barely worth it. Once I finish my current MV project, I see no reason to return to MV. So general thoughts of the engine after a half-week. I'm keeping that vague though because I don't want to discuss that on this thread. Most of what I'm concerned about isn't the engine itself, but some practices of the publisher and their relationship to the community. I still miss the styles of 2k/3 and XP though. After I drop my second project I'll likely just be using custom assets, especially since everything designed for MV is compatible. RTP is similar, but I don't emphasize with how people are so hung up over it. General QoL stuff like a visual representation of Move Routes is great, and while stuff 'Wait for Map Scroll' are stuff that should have been added years ago, it's better late than never. The particle effects animations is amazing is the best feature I never asked for. So I'm welcoming the concept of MV Ace with open arms. I mean, XP to VX felt like a half step forward and two steps back. One step forward is better two steps forward and one step back, with the exception of the transition from VX and VX Ace, it's a common trend between the engines to do that. Actually not too bothered that it's still similar to MV.














Rpg maker mv yanfly buffs and states core common event