Yanfly's Party Limit Gauge Help

The Hatred Avenger

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Hello there, how's everyone doing I hope you are all fine and well.

I hope I'm posting this in the right place XD.

I am creating my project in my free time and trying to wrap Chapter 1 up and currently stuck at a problem which either has a solution in scripts or remove the entire idea which is a solution that I don't want to reach. Since I'm nearly done with creating the game system.

Using the well known developer creations which you can check here: http://yanfly.moe

Specifically I need help with Yanfly's Party Limit Gauge plugin which you can grab here:
http://yanfly.moe/2016/02/06/yep-67-party-limit-gauge/

The party gauge is an awesome extra cost for great skills that needs the team contribution to fill a bar up, a great way to add an extra cost other than HP, MP and TP for skills.

In my battle system I have a specific catagory let's call it "Special" for now, every skill under that catagory will cost a full increment/a chunk from the party gauge and that's the only cost because they are powerful and mostly for crowd control/AoE, now for my problem.

I don't want those skills to add more raw values to the gauge upon usage, since it took the player a while and some sacrifices to fill that gauge up to use that skill. It is basically cheating to fill for an example 200 points to use that skill which costs 150 [50 left in gauge] only to see that the skill adds 50 points upon completion so [50 left over + 50 after skill] because I am dealing HP damage and in the parameters when you deal HP damage you gain 10 points to the gauge in my system. I tried the Lunatic mode custom edits like user.level * 0, tried divide but no use. I also tried to change parameter gain to Zero and make custom gain tags to each skill it did work but this will take a great deal of time and it's not practical/probably there's a way to set that/those skills only to zero gain.

In short Terms is there a way to make a skill individually cost X number from the gauge but it Will NEVER add points to the gauge upon dealing X type of damage while having a static parameter value in the Plugin (in my system it's (+ 10 when dealing HP damage)?.


Forgive me for such a large note ^_^ and I am not a scripter so please forgive me again if the answer was simple :).

Thank you in advance.
 

Naveed

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I had a look through the code, and this should work (haven't tried it myself):

In the parameter which sets the amount of limit gauge gain for dealing hp damage (since that's where your problem is), input this line:

(a.partyLimitCost(skill) > 0)? 0 : 10;

The 10 is in red since I'm assuming that's what you originally put in that parameter. If not, just replace it with whatever formula you originally had.
 

The Hatred Avenger

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I had a look through the code, and this should work (haven't tried it myself):

In the parameter which sets the amount of limit gauge gain for dealing hp damage (since that's where your problem is), input this line:

(a.partyLimitCost(skill) > 0)? 0 : 10;

The 10 is in red since I'm assuming that's what you originally put in that parameter. If not, just replace it with whatever formula you originally had.

Firstly, thank you very much for taking the time and effort to read and respond to this I really appreciate it =).

I did a 5 minutes test before heading to work and it seems that it is working fine and perfect and it's an universal line which is even greater.

So if I get this right, this command is saying that any skill that costs anything above zero from actors party limit gauge shall contribute zero points upon completion but any other skill that doesn't cost limit points shall contribute the red 10 points or Formula for a.party limit gauge upon completion?.

If this is not it, would you be kind and explain in words what does your input script means ^^'.
 

Naveed

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Yeah you got it right. That's exactly what it does. If a skill has any party limit cost above 0, it will not gain any gauge points. Only skills with 0 party limit cost will cause a gain of 10 (or any formula you put in) gauge points
 

The Hatred Avenger

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Yeah you got it right. That's exactly what it does. If a skill has any party limit cost above 0, it will not gain any gauge points. Only skills with 0 party limit cost will cause a gain of 10 (or any formula you put in) gauge points
Perfect this is good Sir, thank you very much we can basically say the problem of the thread is solved, I do have a small question/request if possible because this is secondary and you solved my main problem.

In this plug parameter let's say skill X hits 1 foe 4 times that means the gain is 4 damage actions × 10 = 40. Because I've dealt HP damage 4 times. What's the custom skill note that limits this skill gain to a raw value regardless of how many hits it just did! Let's say Skill X deals damage 23 times is there a custom party gain skill note to limit the gain and gives a raw value instead of damage times * the red 10? Only for this skill *While the command you gave me with the 10 is in active in the plugin parameter as the Universal*

Again thank you very much! The 2nd is just an extra request no need for it since you solved my main problem :).
 

The Hatred Avenger

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Yeah you got it right. That's exactly what it does. If a skill has any party limit cost above 0, it will not gain any gauge points. Only skills with 0 party limit cost will cause a gain of 10 (or any formula you put in) gauge points
Haha I'm sorry here's the simplified version of my request and unfortunately it became from secondary to main xD ..

-Talking about skills with 0 cost to party gauge *the ones that add to the gauge* because skills that cost above zero are solved and good to go thanks to you*

Request: Can the red 10 in the command you gave me *(a.partyLimitCost(skill) > 0)? 0 : 10;* be a fixed universal number that does NOT depend on how many times I've dealt HP Damage even if I use a skill that hits the enemy 2320 times and send him to space to meet aliens
I will still only gain 10 points to the party gauge limit?
 

Naveed

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Hmm, that's not really possible since the engine processes each hit individually. ie when processing the effects of one hit of a skill, it doesn't really know how many more times the skill is going to hit. So as far as I know, it wouldn't be possible to do so without changing the way skills themselves are processed.
 

The Hatred Avenger

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Hmm, that's not really possible since the engine processes each hit individually. ie when processing the effects of one hit of a skill, it doesn't really know how many more times the skill is going to hit. So as far as I know, it wouldn't be possible to do so without changing the way skills themselves are processed.

Dammit xD....

It's alright I guess the best option for me is to drop from 10 to 5 or 2, I don't want system abuse xD.

Thank you very much ♡ I really appreciate your help.
 

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