How do I make a skill target only a specific actor using Yanfly's TargetCore?

raindrop717

Villager
Member
Joined
Nov 26, 2017
Messages
20
Reaction score
4
First Language
English
Primarily Uses
RMMV
For my project I've created a summoner-type actor that has 3 different pets she can summon during battle (they are also set up as different actors). I'm wanting to make a skill that allows her to heal her pets, but not her other party members. The easiest way to do so seems to be with Yanfly's TargetCore plugin, but I can only guess at what notetag combination to use with it. If a JavaScript savvy someone could please help me with this, that'd be awesome. :)
 

Llareian

Jack of All Trades, Master of None
Veteran
Joined
Jan 26, 2017
Messages
604
Reaction score
1,421
First Language
English
Primarily Uses
RMMV
How are you having her summon the pets during battle? That's probably going to be a key piece of the puzzle.
 

Muffel

Veteran
Veteran
Joined
Feb 1, 2018
Messages
75
Reaction score
24
First Language
German
Primarily Uses
RMMV
If I rly understood what u meant...
Actor A summons Pet X, Y and/or Z (which is Actor X, Y and/or Z)
if X, Y and/or Z are summoned, unlock Actor A Skill ID (which can only heal Actor X, Y and/or Z), right?
 

raindrop717

Villager
Member
Joined
Nov 26, 2017
Messages
20
Reaction score
4
First Language
English
Primarily Uses
RMMV
If I rly understood what u meant...
Actor A summons Pet X, Y and/or Z (which is Actor X, Y and/or Z)
if X, Y and/or Z are summoned, unlock Actor A Skill ID (which can only heal Actor X, Y and/or Z), right?
Yep, that's it exactly. Sorry if my wording was confusing.
 

raindrop717

Villager
Member
Joined
Nov 26, 2017
Messages
20
Reaction score
4
First Language
English
Primarily Uses
RMMV
oops, accidental post
 

Muffel

Veteran
Veteran
Joined
Feb 1, 2018
Messages
75
Reaction score
24
First Language
German
Primarily Uses
RMMV
It's not the best solution I guess, because I can't find a specific plugin I remember where u could give your actors some sort of new "sub class" and depending on the sub class it does stuff, but... well... it's something.
The heal problem emergency solution: Using TargetCore, u can give your skill notetags like <Target: Allies param Multiple Of x> and think about a parameter for your Summons that only they would use (param = maxhp, atk, luk, mp, ,tp etc...)
Unlocking skills is possible as well, but... i am too tired right now. Will edit later.
 

raindrop717

Villager
Member
Joined
Nov 26, 2017
Messages
20
Reaction score
4
First Language
English
Primarily Uses
RMMV
It's not the best solution I guess, because I can't find a specific plugin I remember where u could give your actors some sort of new "sub class" and depending on the sub class it does stuff, but... well... it's something.
The heal problem emergency solution: Using TargetCore, u can give your skill notetags like <Target: Allies param Multiple Of x> and think about a parameter for your Summons that only they would use (param = maxhp, atk, luk, mp, ,tp etc...)
Unlocking skills is possible as well, but... i am too tired right now. Will edit later.
Ok. That sounds like it's on the right track at least. Since I don't quite understand the wording of notetags, I wasn't sure how much you can alter existing ones. I wonder if you'd be able to change that one to something like <Target: Allies param Actor id x>?

Thank you for your help by the way. I look forward to your edit, and I hope you got some rest. :)
 

Muffel

Veteran
Veteran
Joined
Feb 1, 2018
Messages
75
Reaction score
24
First Language
German
Primarily Uses
RMMV
So I finally found that specific Plugin I mentioned above, but... yea... it has a major issue, PROBABLY. Maybe you can fix that.

but before that: i can't program, I just looked at the plugin i linked and read what notetags are available for that plugin (and hopefully somehow help solve your issue, even if it's indirectly)... so I don't know if that's possible what you're asking.

I found out somewhere in this forum that the user creating the plugin did something bad, so I don't want to link it... but if you google "rmmv yugioh field effects" you can find it.
Basically, what you can do with that plugin is: set types for your actors/pets (f.e. pets are the class "summon"), define in a skill what classes are effected (in your case "summon") and finally adds a state to those.
So you just have to define your state? hpreg for 1 turn or any settings you want to do.
Another problem that could be that the skill which gives those classes state(s) stays. Maybe you can find out how to get rid of that.

About the unlock skill problem... i srsly can't find a thing. Hope it's still useful information and you can fix your problem. :)
GL and cheers
 

raindrop717

Villager
Member
Joined
Nov 26, 2017
Messages
20
Reaction score
4
First Language
English
Primarily Uses
RMMV
So I finally found that specific Plugin I mentioned above, but... yea... it has a major issue, PROBABLY. Maybe you can fix that.

but before that: i can't program, I just looked at the plugin i linked and read what notetags are available for that plugin (and hopefully somehow help solve your issue, even if it's indirectly)... so I don't know if that's possible what you're asking.

I found out somewhere in this forum that the user creating the plugin did something bad, so I don't want to link it... but if you google "rmmv yugioh field effects" you can find it.
Basically, what you can do with that plugin is: set types for your actors/pets (f.e. pets are the class "summon"), define in a skill what classes are effected (in your case "summon") and finally adds a state to those.
So you just have to define your state? hpreg for 1 turn or any settings you want to do.
Another problem that could be that the skill which gives those classes state(s) stays. Maybe you can find out how to get rid of that.

About the unlock skill problem... i srsly can't find a thing. Hope it's still useful information and you can fix your problem. :)
GL and cheers
Thank you for your help Muffel! I'll look into it.

Edit:
Ok, I solved it! I guess i just needed the break from thinking about it for awhile.

Anyway, I ended up using a couple of Yanfly's other plugins instead. First, the Auto Passive States one (after creating a new State, in this case "summon"), then I gave the pets that State as a passive one so it will always be on, and then I used the Yanfly's Selection Control plugin and the tag that lets you specify selection conditions (in this case, the state I made).

Thank you so much for trying to offer the suggestion of the other plugin though.
 
Last edited:

Muffel

Veteran
Veteran
Joined
Feb 1, 2018
Messages
75
Reaction score
24
First Language
German
Primarily Uses
RMMV
Glad I was kind of helpful and directed you to your solution (states ^^).
hf and gl with your project
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c

Forum statistics

Threads
105,857
Messages
1,017,015
Members
137,563
Latest member
MinyakaAeon
Top