Caethyril's Plugins

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Started by caethyril 20 posts View original ↗
  1. Caethyril's RMMV Plugins
    Updated 2026-01-20: General - Cae_Drawing v0.95
    Looking for my RPG Maker MZ plugins? Click here!

    Features :kaohi:
    I've made a variety of plugins for RPG Maker MV but most of them are quite small/simple, so don't really merit their own thread. This is a intended as a general release and support thread for all of my plugins. Here is a list of each of them along with brief descriptions of what they do:
    All of the above, as well as some other related files, can be viewed and downloaded here:

    How to Use :kaopride:
    1. Download the plugin file (e.g. Cae_StepSwitch.js).
      Google Drive has a download button in the top-right (arrow pointing down into an open box).
    2. Place it in your project's folder, under js/plugins.
    3. Open your project in RPG Maker MV.
    4. Go to Tools > Plugin Manager.
    5. Double-click an empty line to add a new plugin.
    6. Select the plugin from the drop-down list.
    To edit the values of any of the parameters displayed to the right of the drop-down, double-click them in the list. The more complicated plugins have details for use in their help description; you can view this help via the Plugin Manager. Additional notes:
    • Avoid renaming my plugins.
      (Renamed plugins won't see their plugin parameters.)
    • Save your project after making changes in the Plugin Manager.
      (Plugin changes are only applied to the game after saving.)

    Troubleshooting :kaoback:
    Note that you may experience difficulties if your editor and/or project is older than v1.5.0:
    • Several of these plugins use the v1.5.0+ "parameter types" feature of the Plugin Manager.
      If you are using an older version then you may find it difficult to edit these parameters.
    • Particularly old core script versions (e.g. pre-v1.3) may not be compatible with some plugins.
    Update announcements and instructions can be found here: RPG Maker MV Software Updates.

    If you experience problems with any of these plugins that you want to report, please post in this thread and include the following:
    • Instructions stating how to reproduce the problem in a new project.
      (If I can't reproduce the problem, I probably can't help you.)
    • A screenshot of the console when the unexpected behaviour occurs.
      (You can open the console by pressing F8 during test-play.)
    Alternatively, you can make a thread in JavaScript/Plugin Support.

    Terms of Use :kaothx:
    These plugins are all free to use and/or modify, for commercial or non-commercial projects.
    Reposting is permitted; for support & bug-reporting, please link back to this thread.
    Credit to Caethyril is appreciated but not required.

    Happy RPG Making~! :kaoluv:
  2. you are great :D
  3. There they are!! Pretty sure I commented on a previous thread of yours talking about these hidden gems I found. Glad to see they're released here!
  4. Wow thank you for sharing!
  5. I figure I'll bump this once a month or so, whenever I've pushed any updates~ :kaothx:

    March update summary!
    Spoiler
    • Updated Cae_DisableEventStart to v1.5
    • Released CaeX_YEPDeadOrAlive
    • Updated Cae_BattlerOpacity to v1.1
    • Released Cae_RandomTeleEvents
    • Updated Cae_TileAnimRate to v1.2
    • Released Cae_BuySellVar
    • Released Cae_BattleMessages
    • Released Cae_MovingWindows
    • Updated Cae_AltStart to v1.2
    • Updated Cae_BattleWindowAdjust to v1.2
  6. I've ran in to a minor issue regarding your SlopeMove plugin.

    Say that I wanted to make a diagonal ladder that leads in to the roof of a house but the only way it can be "lowered" is to find the switch/lever somewhere else to lower it, there is currently no way to "enable/disable" specified regions via plugin commands to keep people from randomly going up "invisible" slopes.

    Would it be possible to add such a function to avoid this issue?
  7. What a great list !

    I have a question for your Cae_ConsumeEval.
    I don't want my fifth character to be able to read. So, some of my consumable are books to learn skill. My question is : Is it possible for me to disable the item for actor n°5 ? It a item to use in the Menu so I can't use the Yanfly disable item plugin...

    What would be the notetag ?

    Thanks a lot and have a nice Making !

    Greg
  8. Espilonarge said:
    I've ran in to a minor issue regarding your SlopeMove plugin.

    Say that I wanted to make a diagonal ladder that leads in to the roof of a house but the only way it can be "lowered" is to find the switch/lever somewhere else to lower it, there is currently no way to "enable/disable" specified regions via plugin commands to keep people from randomly going up "invisible" slopes.

    Would it be possible to add such a function to avoid this issue?
    So something like "EnableSlope [regionId]" in a plugin command? Sounds interesting, I'll see what I can do! ^_^

    Gregaur said:
    What a great list !

    I have a question for your Cae_ConsumeEval.
    I don't want my fifth character to be able to read. So, some of my consumable are books to learn skill. My question is : Is it possible for me to disable the item for actor n°5 ? It a item to use in the Menu so I can't use the Yanfly disable item plugin...
    Unfortunately ConsumeEval doesn't change whether items are usable or not; it only affects whether the item is "consumed" (i.e. removed) when used. :kaoswt: (I've updated the description in the opening post to be a bit clearer.)

    Maybe have a look at this plugin by Himeworks: http://himeworks.com/2016/02/effect-conditions/
  9. I know it's probably been posted for a while, but I honestly am thrilled to see a "Backview" plugin. I have been trying to cobble one together and it has been nightmarishly frustrating. Can't wait to get home and try it out.
  10. @Espilonarge I just updated SlopeMove to v1.4, now it has a plugin command like this:
    Code:
    SlopeMove Add|Remove Up|Down regionId
    Basically, pick either Add or Remove, Up or Down (for the slope direction), and replace regionId with a number, e.g.
    Code:
    SlopeMove Add Up 5
    This will add region 5 to the "up slopes" region list. You'll probably also want to enable the new "Add Save Data" plugin parameter, too. I also tidied up a few pieces of the original code while I was at it (I think the teleporting-follower thing should be properly fixed now). Let me know if you encounter any bugs with it~! :kaothx:

    Calvynne said:
    I know it's probably been posted for a while, but I honestly am thrilled to see a "Backview" plugin. I have been trying to cobble one together and it has been nightmarishly frustrating. Can't wait to get home and try it out.
    Hope it works out! :)
  11. caethyril said:
    So something like "EnableSlope [regionId]" in a plugin command? Sounds interesting, I'll see what I can do! ^_^


    Unfortunately ConsumeEval doesn't change whether items are usable or not; it only affects whether the item is "consumed" (i.e. removed) when used. :kaoswt: (I've updated the description in the opening post to be a bit clearer.)

    Maybe have a look at this plugin by Himeworks: http://himeworks.com/2016/02/effect-conditions/

    Wah ! That works perfectly ! Thanks so much for the tips !
  12. caethyril said:
    @Espilonarge I just updated SlopeMove to v1.4
    Works like a charm. Thanks for adding the functionality. :D
  13. Thanks so much for sharing these!
    Especially so far the slopemove plugin, with the amount of time players in my game will spend going up staircases this makes it look so much more natural. And the awesome update you made for it to add/remove regionid's to the slope directions was just what I needed for a specific area otherwise it wouldn't have worked, so thanks for that extra effort :).
    Also real happy to have a second line for Yanfly's GabWindow, and might find use for others later on. Really appreciate your work here ^^!
  14. @caethyril

    The Cae_TileAnimExt plug-in seems to have a bug. By default in MV, 'waterfall' tiles use animation order 0, 1, 2- where as water uses 0, 1, 2, 1. The plug-in 'animation order' seems to overwrite both the waterfall and water to use the specified animation order- ideally they are separate. It would be ideal to have waterfall and water have a different animation rate, but I'm not sure if that's possible.

    Thanks,
  15. fuzzlewump said:
    The Cae_TileAnimExt plug-in seems to have a bug. By default in MV, 'waterfall' tiles use animation order 0, 1, 2- where as water uses 0, 1, 2, 1. The plug-in 'animation order' seems to overwrite both the waterfall and water to use the specified animation order- ideally they are separate. It would be ideal to have waterfall and water have a different animation rate, but I'm not sure if that's possible.
    I think I must have forgotten to test waterfalls, thanks for pointing that out! I've updated Cae_TileAnimExt to v1.1, I think it's fixed now but let me know if there are still any issues. :kaothx:

    (Luckily it was quite a simple fix, just needed to add a new parameter and fix my code that set x and y tile offsets equal to each other. :kaoslp:)

    If you want different animation rates for normal water vs waterfalls, I'd suggest increasing the animation rate and adding duplicate frames to the frame sequences as necessary. Example:
    • Normal water tiles @ 2 fps and waterfalls @ 3 fps => set animation rate to 6 fps
    • Normal tile animation sequence becomes [0, 0, 0, 1, 1, 1, 2, 2, 2, 1, 1, 1]
    • Waterfall animation sequence becomes [0, 0, 1, 1, 2, 2]
    Hope that makes sense! :kaophew:
  16. April update summary!
    Spoiler
    • Updated Cae_ExtraJSONs to v1.1
    • Updated Cae_SlopeMove to v1.4
    • Released CaeF_restoreMoveIndex
    • Updated Cae_WeatherOpts to v1.2
    • Released Cae_ChoiceShuffle
    • Updated Cae_TileAnimExt to v1.1
    • Released Cae_InstantMove
    • Updated Cae_BattlerOpacity to v1.2
    • Updated Cae_BuySellVar to v1.2
  17. May update summary (not much this month)~
    • Released Cae_ScoreTable (and updated to v1.2)
    • Released Cae_SnapshotPic
    Also rearranged the Google Drive folder a bit. :kaophew:
  18. I got around to using the Backview plugin, and it does work great. I was wondering if it's possible to have the party order swapped around? Right now it is Right to Left, would it be possible to have other arrangements like Left to Right, or 1st character center, others on the sides?

    Thanks again for the plugin work.
  19. @Calvynne, great! :kaojoy: And yes, just need to figure out how to express the X/Y positions in the plugin parameters...
    • For fixed positions I'd suggest something like this:
      Code:
      [408, 100, 600, 100, 600][index]
      This will return 408 for the party leader (index 0), 100 for the next actor (index 1), 600 for the next (index 2), etc.

    • Default x-position formula in reverse order (swap index for $gameParty.battleMembers().length - 1 - index and simplify):
      Code:
      Graphics.boxWidth / 2 + 96 * (index + 0.5 - $gameParty.battleMembers().length / 2)
      ...I don't know why I originally had them ordered right-to-left. :kaoswt2:
    Note that if you're using Yanfly's Battle Engine Core, you should put these formulae in Yanfly's plugin parameters instead: "Home Position X" & "Home Position Y" found just under "---Sideview---". :)
  20. Thank you so much! I'll give both of these a try and see what feels right.