I've uploaded the latest versions of all my plugins. The following plugins have changes:
- SFG_Utils
- SFG_BookFiles – Adds logic to ensure the books are loaded before getting into the game. Note: I have limited evidence that this can in some cases prevent the game from loading at all. I'm still investigating this and will update again when I learn more.
- SFG_ExpandedTP – Adds a "don't gain TP when damaging self" option, and formulas for max TP can reference the class object… I think that's the only changes here.
- SFG_SortKeys – If I recall correctly, this update fixes a small bug when using SortKeys in certain contexts.
- SFG_SwitchCommand – This is mostly just a documentation update. The only actual logic change is that the plugin now recognizes a full-width at sign as equivalent to a normal at sign. The point of this is that now you can just copy-paste the examples into an event and they will function.
I reuploaded all the plugins, even those with no changes. There might be some other minor changes that I didn't mention above. All the plugins in this thread are now attachments on the forum. You can also grab them all from my website if you prefer.
In addition to plugin updates, I have added 3 more plugins that weren't previously posted in this thread. One or two of them may have been posted in other threads. Anyway, the full info is in the opening post, but I'll summarize it them here as well.
FIrst are two very simple plugins:
- SFG_EquipParams: This allows you to prohibit equipping certain items based on an actor's stats. For example, you might require a certain strength to wield a greatsword, a minimum agility to wield a longbow, or even a minimum "bravery" to wear a bikini.
- SFG_VariableTime: This allows you to vary the passage of time on the map using traits. For example, you could add a state that makes time move more slowly so that you can reach town before your poisoned character dies.
And then a somewhat bigger plugin:
SFG_ReserveActions.
[EDIT: I decided to start
a new thread for ReserveActions.]
This adds a new system that allows "reserve actors", that is, actors who are in your party but would normally not participate in battle, to occasionally leap into the fray based on certain conditions. It's an idea inspired by a 3DS game called Radiant Historia: Perfect Chronology.
In short, when certain events occur, such as ambushing the enemy, protecting an ally and nearly dying, or getting a critical hit and
almost killing the enemy, the plugin searches the reserve members of your party to find one who can use a reserve skill in the given context. If any are found, the plugin picks one at random, and then that member hops out onto the field, uses the chosen skill, and then immediately retreats back off the edge. This is intended for use with side-view battle – I have not tested it with front view.
A work-in-progress of this plugin was previously posted
here, but after a long hiatus, I've now gotten it to a point where I think it's ready to be used – that is, as mentioned above, the cosmetic part where the actor actually appears on the battlefield has finally been implemented. It is also explicitly made compatible with SRD_SummonCore, in the sense that the battler sprites will be correctly stacked.
Some may notice that the help for that plugin mentions another which is not released. Since it
is mentioned there, I'm considering releasing it soon, but I don't think it's
quite ready for that yet.
Also, as a side note, I am considering porting some of these plugins to MZ. If anyone has any requests on which one to port first, feel free to mention it. If and when I do port any, I'll open a new thread for them.