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gokuby

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Woops, cut off the top, sorry

<damage formula>if (a.isEnemy()) { value = a.atk - b.def;} else { var weapon = a.equips()[0] if (!weapon) { value = a.atk - b.def; } else if (weapon.wtypeId === 1) { value = a.atk * 0.8 - b.def; } else if (weapon.wtypeId === 3) { value = a.atk - b.def * 0.75; } else if (weapon.wtypeId === 5) { value = a.atk * 0.5 + a.agi * 0.5 - b.def * 1.2; } else if (weapon.wtypeId === 7) { value = a.atk * 1.1 - b.def; } else if (weapon.wtypeId === 8) { value = a.atk - b.def * 0.5; } else if (weapon.wtypeId === 9) { value = a.atk + a.mat - b.def - b.mdf; } else if (weapon.wtypeId === 12) { value = a.atk * 1.1 - b.def * 0.9; } else if (weapon.wtypeId === 13) { value = a.atk * 0.9 - b.def * 0.8; } else if (weapon.wtypeId === 14) { value = a.atk + a.mat * 0.75 - b.mdf; } else { value = a.atk - b.def; }}</damage formula> 
Thats the correct notetag used!
 

KawaiiKid

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This is awesome! I'm really excited for the job system and skill system implementation. 

I was just wondering if it will be possible to do something like this:

Have a menu that controls the amount of exp / job points a character can get.

For example with one option you gain 100% exp, but 0% job points from a battle, with another you gain 25% exp, but 75% job points.

Will this be possible with events and note tags without scripting? 
 

Yanfly

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Woops, cut off the top, sorry

<damage formula>if (a.isEnemy()) { value = a.atk - b.def;} else { var weapon = a.equips()[0] if (!weapon) { value = a.atk - b.def; } else if (weapon.wtypeId === 1) { value = a.atk * 0.8 - b.def; } else if (weapon.wtypeId === 3) { value = a.atk - b.def * 0.75; } else if (weapon.wtypeId === 5) { value = a.atk * 0.5 + a.agi * 0.5 - b.def * 1.2; } else if (weapon.wtypeId === 7) { value = a.atk * 1.1 - b.def; } else if (weapon.wtypeId === 8) { value = a.atk - b.def * 0.5; } else if (weapon.wtypeId === 9) { value = a.atk + a.mat - b.def - b.mdf; } else if (weapon.wtypeId === 12) { value = a.atk * 1.1 - b.def * 0.9; } else if (weapon.wtypeId === 13) { value = a.atk * 0.9 - b.def * 0.8; } else if (weapon.wtypeId === 14) { value = a.atk + a.mat * 0.75 - b.mdf; } else { value = a.atk - b.def; }}</damage formula> 
Thats the correct notetag used!
You're missing a ; after var weapon = a.equips()[0]

 

This is awesome! I'm really excited for the job system and skill system implementation. 

I was just wondering if it will be possible to do something like this:

Have a menu that controls the amount of exp / job points a character can get.

For example with one option you gain 100% exp, but 0% job points from a battle, with another you gain 25% exp, but 75% job points.

Will this be possible with events and note tags without scripting? 
 

It's possible to do it but it'd require a plugin to do. Otherwise, you'll need to create a bunch of hidden states with <JP Rate: 75%> and set the EXP rate and apply them to the party members each time if you want to do it with eventing.
 
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ArkDG

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About the Message Core Plugin, is there a way to append messages to the "same box", so if you need more lines the text will just scroll, and two diferents text boxes can be just one scrolling message box?
 

Yanfly

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About the Message Core Plugin, is there a way to append messages to the "same box", so if you need more lines the text will just scroll, and two diferents text boxes can be just one scrolling message box?
To get it to scroll, I'd have to rewrite the way the Message Windows are handled. The workload is a bit much for a minimal visual effect so I'm not inclined to do it.
 

KawaiiKid

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It's possible to do it but it'd require a plugin to do. Otherwise, you'll need to create a bunch of hidden states with <JP Rate: 75%> and set the EXP rate and apply them to the party members each time if you want to do it with eventing.
The hidden states would be fine for me and I understand how to do it with the job tags, but how do you make a state that lowers the exp gained by a %?
 

gokuby

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works now, even with v1.01, thank you!
 

Yanfly

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The hidden states would be fine for me and I understand how to do it with the job tags, but how do you make a state that lowers the exp gained by a %?
It's a setting in the editor...

 

Fernyfer775

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Hello Senpai Yanfly,

So, I noticed that the VictoryAfterMath plugin does no show when a character learns a new spell. Is there any way to add that?

If this already exists and I'm just a derp who missed it (very possible), please let me know.

Thank you! :)
 

MikeMakes

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Can anyone please try to see if the Tick SE for EXP Guage Fill through the VictoryAfterMath Plugin works?

The sound is not playing for me - either default RTP or custom. I made sure the sound is set at 100% volume, too. I have the latest plugin as well and have replicated the issue in a new game without other non-YEP plugins.

P.S. Thank you for the JP Plugin, Yanfly.
 
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RyanBram

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1. Scaling an asset smaller does not reduce filesize. Window skins used remain the same filesize regardless if you are using a 4k resolution or a 320x240 resolution.

2. See number 1.

3. See number 1.
Hi, Yanfly.  :)

Sorry if I am not agree with you about this. I am not an advanced programmer like you, but I am not totally noob. I know windowskin is not become affected by reducing screen resolution, but I am really sure if other asset can be affected. There is difference in size between 48x48px actor and 32x32px actor, there is difference in size between 1000x740px battleback and 640x480px battleback, there is difference in size between 816x816px parrallax and 640x640px parallax. And of course there is difference in load time, bandwidth, and power needed between those size.

And the fourth reason I forgot to mention is, I like everything (house, tree, door) looks bigger and closer by using 640x480 without enlarging map, object, and character size (I can make 50x50 tiles map looks like 75x75 tiles map :D ).

I wonder why MV looks slower than previous maker despite the move from Ruby to Javascript which is faster than Ruby and I think one of the reason is because the 1.5 times difference in asset size.

Finally, my original request is I just want to have option to reducing font and window border size if I set your plugin to use resolution below MV standard. I understand that you are very busy for just working with smaller request like this which may only needed by one person like me. Sorry for taking your time.

Thank you for creating many amazing plugins for the community.
 
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MikePjr

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I noticed your battle core disables the movements for escaping and the intro to the battle.
Originally the characters would run from the side into the battle, but with your core, they're already standing there, and i prefer when they run in.
When i try and escape, it just makes the sound and says they escape, rather than them moving in the opposite direction.
Is there a way to fix this?

And for that matter, is it possible to create an intro animation?

 Like having one character maybe.. drop in from above at the start of a battle?

Or maybe have on character jump from the side.

Things like that?

And are there any place to expand the character animations with your engine?

I'm so used to using Victor Saints battle system in Ace, i was able to do all sorts of things even have more frames of animation for one action and maybe less for another action.

Are there any plans to expand your plugins down the line to include more features to add more pizzazz and presentation.. and ZING to the battles?

As it stands, sure your core "streamlines" and makes it more like "modern" RPGs.. but it also takes away visual elements that make a battle fun to just see happen.

I just would like to be able to do more, not less.. and it feels like it imposes some restrictions while adding other things..... if that makes sense.
 
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Nomi

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Hey Yanfly,

I just checked out your plugin for keyboard configuration. Its rly nice! What else did I expect?

But I had a Idea for a nice Addon that should be easy to make. Would u maybe allow us to set up some keys to change variables? Bools for example...(press "Q" set Variable 136 to 1/press "Q" set Variable 136 to 0)

That way we could simply use the keys to open up completly other menues, play animations or do whatever we want that bool to do :)

There could be just 3+ possible "Variable keys" or even more, who knows?

Triggering the variable could for example open the crafting menue, switching the music, make emotes for the charakter etc.

:)
 
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Yanfly

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Hi, Yanfly.  :)

Sorry if I am not agree with you about this. I am not an advanced programmer like you, but I am not totally noob. I know windowskin is not become affected by reducing screen resolution, but I am really sure if other asset can be affected. There is difference in size between 48x48px actor and 32x32px actor, there is difference in size between 1000x740px battleback and 640x480px battleback, there is difference in size between 816x816px parrallax and 640x640px parallax. And of course there is difference in load time, bandwidth, and power needed between those size.

And the fourth reason I forgot to mention is, I like everything (house, tree, door) looks bigger and closer by using 640x480 without enlarging map, object, and character size (I can make 50x50 tiles map looks like 75x75 tiles map :D ).

I wonder why MV looks slower than previous maker despite the move from Ruby to Javascript which is faster than Ruby and I think one of the reason is because the 1.5 times difference in asset size.

Finally, my original request is I just want to have option to reducing font and window border size if I set your plugin to use resolution below MV standard. I understand that you are very busy for just working with smaller request like this which may only needed by one person like me. Sorry for taking your time.

Thank you for creating many amazing plugins for the community.
Other resources aren't affected either. The same way you take a 200mb movie and play it on a small screen, it will remain 200mb. If you fullscreen it on a larger screen, it will still remain 200mb.

I will not include options to change the window border size for different resolutions.

I noticed your battle core disables the movements for escaping and the intro to the battle.

Originally the characters would run from the side into the battle, but with your core, they're already standing there, and i prefer when they run in.

When i try and escape, it just makes the sound and says they escape, rather than them moving in the opposite direction.

Is there a way to fix this?

And for that matter, is it possible to create an intro animation?

 Like having one character maybe.. drop in from above at the start of a battle?

Or maybe have on character jump from the side.

Things like that?

And are there any place to expand the character animations with your engine?

I'm so used to using Victor Saints battle system in Ace, i was able to do all sorts of things even have more frames of animation for one action and maybe less for another action.

Are there any plans to expand your plugins down the line to include more features to add more pizzazz and presentation.. and ZING to the battles?

As it stands, sure your core "streamlines" and makes it more like "modern" RPGs.. but it also takes away visual elements that make a battle fun to just see happen.

I just would like to be able to do more, not less.. and it feels like it imposes some restrictions while adding other things..... if that makes sense.
It does not disable movements for moving and and out of battle. Most likely you have another plugin conflicting with this. Place the newest Battle Engine Core plugin into a new and EMPTY sample project with no other plugins and you'll see the intro/escape are working fine. IF it is repeated, upload the empty sample project online (do not deploy it) and I'll take a look at it.

If you want to create an intro animation, use Base Troop Events and use a force action that's nothing but purely visual on turn 0 to work in all the character intros. This is something that you've been given the tools to straight from the beginning. It's entirely up to you on how to use it.

A few things. I'm not Victor Sant so my Battle Engine will not be Victor Sant's battle engine for that very reason. However, hearing as to what my friends have told me, Victor Sant based off his battle system off of my Battle Engine Melody from VX and Ace Battle Engine from VX Ace. Why you're having difficulty adapting is beyond me and calling me out on limiting the number of frames is unreasonable, too. VX Ace never had sideview sprites to work with so he had to create his own animated sprite system to work with. My Battle Engine was made with an already existing spritesheet layout for sideview battlers. Therefore, it was the most approachable decision to make it work based on the existing spritesheets which includes the limitations imposed by the default spritesheet.

You're being rather insulting by saying my Battle Engine takes away visual elements and lacking "pizzazz" and "ZING". Did I not include two entire Action Sequence Packs for full character movement control and camera/zoom control? To my knowledge, the default battle engine never had this to begin with. Not to mention that quite frankly, I believe that a lot of Battle Engine Core users made LOTS of wonderful animations found here with plenty of "pizzazz" and "ZING" using nothing but the Action Sequence Packs themselves. Remember, my Battle Engine lays out the framework for YOU to use. I'm not responsible for the creation of your game or making it more visually appealing. That's something you have to do work for yourself.

 

Hey Yanfly,

I just checked out your plugin for keyboard configuration. Its rly nice! What else did I expect?

But I had a Idea for a nice Addon that should be easy to make. Would u maybe allow us to set up some keys to change variables? Bools for example...(press "Q" set Variable 136 to 1/press "Q" set Variable 136 to 0)

That way we could simply use the keys to open up completly other menues, play animations or do whatever we want that bool to do  :)

There could be just 3+ possible "Variable keys" or even more, who knows?

Triggering the variable could for example open the crafting menue, switching the music, make emotes for the charakter etc.

:)
 

Glad you liked it! :)

 

I'll consider that idea! Though, it actually sounds a lot like what I have planned for Button Common Events, where you bind common events to certain keys on the keyboard. Once that gets voted enough, I'll release it since I'm making plugins not strictly based on what people want to see made earlier.
 

Black Noise

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Hi. I just downloaded the Job Points plug-in but I came across an error saying

"Cannot read property "isActor" of undefined" whenever an actor does anything in battle.

I put the plug-in directly under Yanfly's Victory Aftermath, although if it helps

I included my settings for the plug-in as well as my entire Plug-in order.

JP Problem 1.jpg

JP Problem 2.jpg

JP Problem 3.jpg
 

Yanfly

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Hi. I just downloaded the Job Points plug-in but I came across an error saying

"Cannot read property "isActor" of undefined" whenever an actor does anything in battle.

I put the plug-in directly under Yanfly's Victory Aftermath, although if it helps

I included my settings for the plug-in as well as my entire Plug-in order.
Hi Black Noise! Can you follow these bug submission guidelines? Thanks.
 

RyanBram

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Other resources aren't affected either. The same way you take a 200mb movie and play it on a small screen, it will remain 200mb. If you fullscreen it on a larger screen, it will still remain 200mb.

I will not include options to change the window border size for different resolutions.
I understand that you make plugin based on community decision. So I am not asking you anymore.

But your argument about movie seems invalid for me as I am comparing resolution size and you are comparing file size. SD movie like 640x480 resolution will have smaller file size than HD movie like 1024x768 resolution. Of course playing HD movie in smaller screen like smart phone won't affect its file size. But there is no point playing HD movie in small screen device as the difference between HD and SD movie is unnoticeable in that device. Using SD movie is better for power and space saving if screen size is not an issue. 

 
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Yanfly

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I understand that you make plugin based on community decision. So I am not asking you anymore.

But your argument about movie seems invalid for me as I am comparing resolution size and you are comparing file size. SD movie like 640x480 resolution will have smaller file size than HD movie like 1024x768 resolution. Of course playing HD movie in smaller screen like smart phone won't affect its file size. But there is no point playing HD movie in small screen device as the difference between HD and SD movie is unnoticeable in that device. Using SD movie is better for power and space saving if screen size is not an issue. 

Ryan Bram, this is what you said in a previous post and another. Because of what you said in these posts, I made the connection that you were talking about file sizes and remained as so:

I understand the drawbacks in using small resolution like 640x480, but I have my following reasons:

  1. Space saving, I can rescale my asset into smaller size and reducing its filesize;
  2. Bandwidth saving, using original asset for online games seems not a good idea as it takes a lot of time and bandwidth to load;
  3. Power saving, especially for mobile deployment I need to make sure my game run smoothly by downscaling its size.
 

Sorry if I am not agree with you about this. I am not an advanced programmer like you, but I am not totally noob. I know windowskin is not become affected by reducing screen resolution, but I am really sure if other asset can be affected. There is difference in size between 48x48px actor and 32x32px actor, there is difference in size between 1000x740px battleback and 640x480px battleback, there is difference in size between 816x816px parrallax and 640x640px parallax. And of course there is difference in load time, bandwidth, and power needed between those size.
And it appears to me what you're asking is how to reduce filesizes for smaller devices that use a smaller resolution. It doesn't work that way. If what you're asking for is, if a device is playing on 1280x720, it will be filesize x, but if it is playing on 640x480, it will be a smaller filesize y, then no, that's not possible unless you make separate resources for each resolution. However, doing this will only increase the filesize of your game even more because you'd need to pack all the versions of it.

If you want to have more "battery saving" power, something I'm not responsible for, you'll have to figure out how to manage your resources better. Like you said, there's no point in playing an HD movie on a smaller resolution. However, that's why big games out there, such as Angry Birds, have two versions of their games: a regular version for smaller resolutions and an HD version for higher resolutions. This is something you'd have to do yourself, and no plugin out there can help you reduce filesizes and "space" as you call it strictly based on the resolution size alone.
 
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