I'm not sure where VisuStella is adjusting the window height (their plugins are all obfuscated so I can't really check), but it seems their Core Engine has its own parameters for that. In the Plugin Manager, find the following parameter:
Menu Layout Settings > Scene_Title > JS: X, Y, W, H (directly under Command Window Settings)
Edit @SimProse: actually it looks like I just had the plugin order wrong, sorry! Try this instead (click + drag to rearrange the Plugin Manager list, you can load other plugins between them if you like):
VisuMZ_0_CoreEngine
Luna_Quit2Desktop
Cae_TitleMenu
Basically, just make sure my plugin is loaded after other title-screen plugins. Unless you don't need any of the Cae_TitleMenu features other than menu rows, in which case you now know you can do that with VisuStella's Core Engine instead~
Edit 2 @Raith: just released Cae_PictureTouch v1.4! There's now a Disable on Trigger plugin parameter that you can turn on to help avoid mass-queuing events: it makes binds disable themselves after triggering. You can then re-enable the bind in its event or script using the new Enable/Disable Bind plugin command (or the script equivalent, see the plugin help).
It seems to be working OK, but let me know if you find any problems with it~
I got one idea based on the Consume Eval. So in regards to skills and items, you could put in the same conditions like in Consume Eval, so the skill / item can only select those who pass the condition.
Can be an option to either grey out or hide if none passes.
@RK DracoRoy kinda like Yanfly's Selection Control from MV, right? It's a little different, in that consumption is based on the item (remove it from inventory), but the target is based on menu/battler selection. I'm surprised VisuStella hasn't released something with an equivalent feature...or maybe I've just overlooked it.
Either way, I was planning on upgrading ConsumeEval to include other skill/item effects at some point, e.g. subskills, so I'll look into it~
(I haven't released anything lately because I've been spending less time on RM, plus I've been hopping between several different plugins rather than just one. Will hopefully have something to show this month, though!)
Right! I meant to say a plugin that handles selection but with how the conditions can be written like Consume Eval.
Code:
<SelectEval: (target.isStateAffected(x))>
I can definitely wait a while though and I understand that. Lately, I'm slowly trying to port most of my database work from MV to MZ. I'm enjoying this engine so far.
@RK DracoRoy OK I've just released Cae_OnUseEffects, which covers a variety of stuff for items & skills including subskills, target/selection restriction, hide/disable/consume conditions, etc. The conditions are slightly different from Cae_ConsumeEval: you need to use return, e.g.
Code:
<consumable: return user.level < 10;>
Hopefully I've ironed out all the bugs...the target restriction stuff in particular took me a while to get working properly.
I also removed Cae_ConsumeEval from the opening post (it's still in the drive folder) since this new plugin should cover that.
Thanks, @caethyril. I'm going to going to be trying this out soon when I get back and let you know of anything.
And I saw Javascript parameters referencing Hit and Avoid. I had an idea for this which I'll explain later with how the subskills and target scopes go.
--------
Update
--------
I looked at the JS parameters of Hit and Evade and played around with these. I thought maybe I could do some kind of accuracy - evade formula in JS parameter form and this went pretty well.
JS: Hit Rate
------------
Code:
// Accuracy (This is calculated before Evade Rate)
return 1.00 // Accuracy is set to 1 so they'll never miss but before evade is calculated. They'll always perform their evade motion as a result.
JS: Evade Rate
----------------
Code:
// Variables
const attacker = this.subject();
const defender = target;
const skill = this.item();
// Skill Success Rate
let skillHitRate = skill.successRate * 0.01;
// User's Hit Rate
let userPhysicalHitRate = attacker.hit;
let userMagicalHitRate = attacker.hit;
let userCertainHitRate = 1.00;
// Target's Evade Rate
let targetPhysicalEvadeRate = defender.eva;
let targetMagicalEvadeRate = defender.mev;
let targetCertainEvadeRate = 0;
// Final Result
if (this.isCertainHit()) {
return 1 - (skillHitRate * (userCertainHitRate - targetCertainEvadeRate))
} else if (this.isMagical()) {
return 1 - (skillHitRate * (userMagicalHitRate - targetMagicalEvadeRate))
} else {
return 1 - (skillHitRate * (userPhysicalHitRate - targetPhysicalEvadeRate))
}
About the problem, any items with target filter conditions returning false aren't shown in battle. Skills are fine, still shown but greyed out as intended.
About the problem, any items with target filter conditions returning false aren't shown in battle. Skills are fine, still shown but greyed out as intended.
Yep, that was an oversight; the default behaviour is to hide unusable items in battle. I updated the plugin to v1.1 (same link), which should fix that. I added a bunch of new features too, mostly more formulae like crit rate/damage, counter/reflection rates, etc. The plugin help now lists hit/evasion/crit/etc formulae equivalent to the defaults, for reference purposes~
Also, um...the code example is neat, and helped give me ideas for some of the v1.1 stuff, but could you put the part between "===============" in a spoiler? At least for me, the max-width code boxes push the right-hand forum sidebar (Latest Posts etc) off-screen, and make the post area uncomfortably wide. In case you're unsure how, typing [spoiler]text[/spoiler] gives this:
Yep, that was an oversight; the default behaviour is to hide unusable items in battle. I updated the plugin to v1.1 (same link), which should fix that. I added a bunch of new features too, mostly more formulae like crit rate/damage, counter/reflection rates, etc. The plugin help now lists hit/evasion/crit/etc formulae equivalent to the defaults, for reference purposes~
Also, um...the code example is neat, and helped give me ideas for some of the v1.1 stuff, but could you put the part between "===============" in a spoiler? At least for me, the max-width code boxes push the right-hand forum sidebar (Latest Posts etc) off-screen, and make the post area uncomfortably wide. In case you're unsure how, typing [spoiler]text[/spoiler] gives this:
I'll play around with a bit more on this update later like Critical rate and other things when I return.
But I notice that when I set the visible but not selectable items to true, the top parameter, it works but it unfortunately shows items that are set to Menu Screen and Never.
I tried this to see would it hide the items set under "Menu" or "Never", but they still show.
(I think you misunderstood: I was asking for you to put the code boxes in a spoiler, i.e. everything between the first ===== and the second one. Don't worry, though, it's not super important~ )
I notice that when I set the visible but not selectable items to true, the top parameter, it works but it unfortunately shows items that are set to Menu Screen and Never.
@caethyril This updated guide helps since there's other action formulas and I'll know what to put in for them to work as intended.
So about the "Miss" text, i did put in multiple ones like "Well! | Try Again!" It works randomly, but there's instances where you'll see them bunched up together. I was wondering if "Critical" could show as a text popup for critical damage since MZ uses text and not the picture itself, like above the damage value.
And I've updated the earlier post with the spoiler tags!
--------------------
Update
Using an item with the consumable tag crashes with a length undefined error.
I used this <consumable: return target.paramBase(2) < 50> and even your example led to the crash.
And earlier, I thought there was an additional problem (not a crash), because I got items that permanently grows user's stats and I have <target filter: *same script as the consumable*>.
I didn't want to use "target.atk" because I'm wanting to reference the base stats themselves without anything equipped. I thought paramBase would even include values that permanently grow (under Skills -> Effects -> Other -> Grow)
O-K, sorry for the delay, but OnUseEffects v1.3 is out now~
I fixed the "length of undefined" error, just me being clumsy. It was something that applied to checking certain formulae (consumable, crit damage, or get substitute) outside of battle. Thanks for the error report & screenshot, very helpful!
The counter-hit/reflection order options (not the cnt/mrf formulae, the other stuff) have been marked experimental because...well, they seem to work, but I can't get the damage to always pop up in-sync. I think I'd need a more invasive approach (i.e. complete override) to get it working as I want, but decided to avoid trying that for now because it was delaying the update.
"Hide Zero Damage Popups" has been replaced with a formula, for more flexibility.
There's now an option to increase the width of text popups, should help to avoid the squishing. Speaking of text popups...
You can set up custom "extra" popups with scripted conditions, e.g. "Crit!" when you land a critical hit. They'll appear above the damage. There are some examples present by default~
There's an <effect conditions> notetag now, so you can put a bunch of effects on an item/skill and script when each one should or shouldn't apply.
And earlier, I thought there was an additional problem (not a crash), because I got items that permanently grows user's stats and I have <target filter: return target.paramBase(2) < 50>.
I didn't want to use "target.atk" because I'm wanting to reference the base stats themselves without anything equipped. I thought paramBase would even include values that permanently grow (under Skills -> Effects -> Other -> Grow)
Actually, the paramBase method for actors returns a value taken directly from their class at their current level. If you want to check permanent additions, try this instead:
I.e. only allow targets with less than 50 permanent bonus to their ATK? In case it helps, I recently gave a brief explanation of the various (default) components of basic parameter calculation in this post (includes some supporting core script excerpts):
So I'm using Yanfly's EquipRequirements plugin and wanted to give weapons a "soft" Strength (STR aka ATK) requirement, which isn't too hard. However, I was wondering if it was possible to have it so that if the user's STR stat is lower than the required value, the difference would be deducted...
forums.rpgmakerweb.com
The thread is about MV, but the same principles apply for MZ.
As an aside: I'm aware that valid targets for items used via the menu aren't visually distinguishable from invalid targets...that's default behaviour and I haven't attempted to tackle it (yet?).
v1.5Cae_PictureTouch2020-10-08
Run events or scripts via touch triggers, e.g. hover or click; click through transparency!
See also: Button Picture (in new MZ projects)
v1.1Cae_SelectItemFilter2020-08-26
Filter items seen in Select Item commands, using notetags on items.
See also: ?
v1.1Cae_SlopeMove2020-08-22
Mark diagonal slopes with regions => left/right moves go diagonally up/down the slope.
See also: ?
v1.2Cae_TileAnimExt2020-09-07
Set the frame rate and sequence of animated map tiles; includes on/off option.
See also: ?
v1.0Cae_TimeStopBattlers2020-09-13
Freeze visual motion updates of battlers affected by specific states.
See also: ?
v1.2Cae_WindowMotion2020-08-30script
Specify scripted passive/active move formulae for any window; examples included!
See also: ?
[*]
Extensions (0) – plugins that add features to other people's plugins.
Nothing here yet!
Fix/Patch (1) – patches for unexpected behaviour seen in code by other authors.
v1.0CaeF_RestoreRouteFix2020-08-21 - patches oversight in core scripts (details here)
When an auto move route is restored, one command will no longer be skipped.
[*]
All of the above can be viewed and downloaded here:
Suggestions for improvements or additional features are welcome!
How to Use
Download the plugin file (e.g. Cae_BattleMessages.js).
Google Drive has a download button in the top-right (arrow pointing down into an open box).
Place it in your project's folder, under js/plugins.
Open your project in RPG Maker MZ.
Go to Tools > Plugin Manager.
Double-click an empty line to add a new plugin.
Select the plugin from the Name 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
If you experience problems with any of these plugins that you want to report, please post in this thread! Information that can be helpful:
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.)
I just tested to be sure and I can't seem to reproduce this error. Are you certain you downloaded it correctly? There is a download button, it looks like an arrow pointing down into an open box. I've seen people try to copy+paste before and end up missing (or adding!) stuff, which causes the plugin to break. >_<
Otherwise, can you post a screenshot of the error message? There's typically a lot of handy diagnostic info there, including line numbers etc. You can either use a snipping/screenshot app, or press Alt+PrtSc to screenshot the active window then paste it into an image editor (e.g. MS Paint), save, and attach to post.
[Edit: sorry for the vagueness there! To clarify: I don't plan to add gamepad stuff.] Yea, it's partly because I'm not very familiar with gamepad stuff and don't have one myself to test on...
Note that if you just want to bind events to particular keys, that should work for the standard gamepad layout! Here's the default button map for gamepads (code - key = name):
Code:
0 - A = "ok"
1 - B = "cancel"
2 - X = "shift"
3 - Y = "menu"
4 - LB = "pageup"
5 - RB = "pagedown"
12 - up = "up"
13 - down = "down"
14 - left = "left"
15 - right = "right"
Directional input (up/down/left/right) is from either a directional pad or an analog input (e.g. analog stick or trackpad). By default MV/MZ does not distinguish d-pad and analog inputs; I don't plan to implement anything like that, or do any analog threshold checks, etc.
You may be interested in DK_FullInput, listed in the "see also" section: looks like it offers the ability to rebind gamepad buttons and toggle switches when pressing buttons. (It was released only a couple of days after mine, not sure I'd have bothered making KeyboardInputs otherwise. )
hmm... I just solved one of the more annoying sideview battler problems in MV.. Passive States and Visual States can make it so when your character is in crisis HP, they don't go back to normal walk/wait when it's their turn. they stay in the crisis motion... neat.
Apparently all of LGBT reddit hates me. I posted a simple question and only got hate mail. What's the deal? The doompost was literally 6 months ago and I've changed my views since then and apologized. MOD NOTE: See second response before replying to this. - Wavelength
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