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Yanfly

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Okay, so I am using your BaseParamControl plugin alongside Bobstah's CustomStats plugin.   I'm using custom formulas derived from my custom defined stats, such as Str, Dex, Vit and such.   The actors are calculating correctly based on these parameters, however, I am unable to get the enemy values to calculate using the same parameters.  Would I be better of using Lunatic Mode coding on the notetags for my enemies, or is there a way for the plugin to use the same evaluations from the enemies as well?


I have attached one of my formulas.  I use your enemy levels script to determine enemy levels, but they have stats that are static and are not affected by their level.  I'm not sure if there is something I am doing wrong, but any help is much appreciated.


View attachment 34731


If Bobstah didn't make vit, dex, etc. for enemies, then it won't apply for the said enemies. If you wish to have the formulas give out differently for actors and enemies, try the code template below:


(a.isActor()) ? (place the formula here for actors) : (place the formula here for enemies)


If the stats are static and unaffected by the level, you most likely have a conflicting plugin. Turn off non-Yanfly plugins, save your project (ESPECIALLY if you plan on going to battle test to test it out), and then test it out.


---

Hi Yanfly.

I wanted to know if Enemy Levels also scales during Battle Tests? 


Thank you


Yes, it does. But for questions like this, I strongly suggest you test this out yourself. That way, you don't have to wait 8 hours for my response and it doesn't harm your game in the least way.


---

Hi I used 


Extended Message Pack 1



But the plugin commend   "HideChoice 2"  didn't work


I tried script call "$gameSystem.hideChoice(2)"  it didn't work, too


Follow the basic trouble shooting steps on the first post, please.
 

Forthright

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Thanks for your response.  I will try out the code you suggested and see if that makes a difference.  I think that is where I was getting caught up, I just wasn't sure about the function.
 

Flumoray

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Dear Yanfly, I tried to create a brand new Project, and use only your plugins, with the newest


I tried   Plugin  HideChoice 1     DisableChoice 1   


        or Scrip   $gameSystem.hideChoice(2)                    don't work


The only work one is   ChoiceRowMax 4

未命名.png
 

Akariu

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I would like to know how I can increase the amount of JP after I get a HP upgrade the first time.


So...if I purchase it the first time it will cost 500 JP and after that 550 JP and after that 605 JP.... an increas of 10% every time^^


I figured out that skill.learnCostJp +=20; will do it somehow, but after I load a saved game it is at the start value again :|


can someone help?^^
 

Crimson Dragon Inc.

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I would like to know how I can increase the amount of JP after I get a HP upgrade the first time.


So...if I purchase it the first time it will cost 500 JP and after that 550 JP and after that 605 JP.... an increas of 10% every time^^


I figured out that skill.learnCostJp +=20; will do it somehow, but after I load a saved game it is at the start value again :|


can someone help?^^




you have to start a new game everytime cuase it wont effect the saved game
 

Crimson Dragon Inc.

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what?! :o


so...I have to start a new game to get the increased JP? Isn't there a way to save this for the saved game?




unfortunately no.... its how mv works.... when ever you edit a note tag to work with a plug in, update a plug in, change a plug in setting, add a plug in, add a note tag related to a plug in you have to start a new game....
 

DarkSearinox92

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Hi guys. Now that there is an incredible amount of plugin, i've forgotten the script that "allow" you to BLOCK the possibility to change equipment related to a character. I remember that one script permit it... but i totally forgot it and i can't check the tag :(  Somebody can help me? How can i block the possiblity to change equipment to a character? 


Example:


A member enter in the party. I want that, for a small period, palyer can't change equipment to the character, because, next, the chara leave the party, and if the player remove the special sword that the character have, then, player will have 2 same sword when the chara return to the party.


I don't know if i've explained well :/
 

Ghost of Christmas Kloe

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Hi guys. Now that there is an incredible amount of plugin, i've forgotten the script that "allow" you to BLOCK the possibility to change equipment related to a character. I remember that one script permit it... but i totally forgot it and i can't check the tag :(  Somebody can help me? How can i block the possiblity to change equipment to a character? 


Example:


A member enter in the party. I want that, for a small period, palyer can't change equipment to the character, because, next, the chara leave the party, and if the player remove the special sword that the character have, then, player will have 2 same sword when the chara return to the party.


I don't know if i've explained well :/
Well, first off, is Equip Requirements what you mean?


Secondly, couldn't you just NOT use initialization, and instead when he is added back, if you need him to level up, just use the add exp command thingy? I don't know if that'd work, but It might!
 

Yanfly

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Dear Yanfly, I tried to create a brand new Project, and use only your plugins, with the newest


I tried   Plugin  HideChoice 1     DisableChoice 1   


        or Scrip   $gameSystem.hideChoice(2)                    don't work


The only work one is   ChoiceRowMax 4


View attachment 34760


I'm having no problems here:





---

I would like to know how I can increase the amount of JP after I get a HP upgrade the first time.


So...if I purchase it the first time it will cost 500 JP and after that 550 JP and after that 605 JP.... an increas of 10% every time^^


I figured out that skill.learnCostJp +=20; will do it somehow, but after I load a saved game it is at the start value again :|


can someone help?^^


I suggest you ask that over here: http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/
 

DarkSearinox92

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Well, first off, is Equip Requirements what you mean?


Secondly, couldn't you just NOT use initialization, and instead when he is added back, if you need him to level up, just use the add exp command thingy? I don't know if that'd work, but It might!


Yeah, it's a possiblity, but, as i said, i don't remember in what plugin i'll read that function. I remember that i've read "you can use this when a member enter in a party but you don't want that the player can change the equipment. I don't remember in what plugin i've read that thing but i'm pretty sure that i've read it :(  I can use the way that you have written, however, i'm curious about that tag.
 

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Crimson Dragon Inc.

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Jonforum

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i though you used those as script calls in an event..... not as note tags
Nop i try all


Script call + Note tags + script + name note .., .
I try about 1 houre and i read all document on your page but nothing about note tags
 

Feli

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I have a small problem or doubt with YEP ClassChangeCore. I put the notetags:


<Level Unlock Requirements>


Class 4: Level 3


Class 1: Level 1


</Level Unlock Requirements>


In the case, the class Ranger, need class Barbarian lv 3 and Warrior lv1 for be used... but the requirements not function and i can use with only warrior in the lv1.. what the problem? 


obs.: all plugins are up to date
 

Crimson Dragon Inc.

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Nop i try all


Script call + Note tags + script + name note .., .
I try about 1 houre and i read all document on your page but nothing about note tags
 place the note tags in the map note tag box..... not in the event or actor note tags


says it clear in the help file thats where to place them.....
 

Jonforum

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 place the note tags in the map note tag box..... not in the event or actor note tags


says it clear in the help file thats where to place them.....
Ho friends thank you, it was so stupid, I spent 2 days reading information everywhere but nothing.
Works.
But I have a question, it would be possible to activate and deactivated via a switch. ?
 


if (this.$gameSwitches.Value(ID) == true) {
$dataMap.allowPlayerRegions (x);
}


am not shure is good syntaxe :)
 

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Good day, Yanfly. I'd like to report what I believe is a bug with the YEP_X_EquipRequirements plugin.


How to replicate bug:


On any piece of equipment, insert the <Equip Requirement> notetags.


Within this notetag, as requirements, put in any stat-based requirement. Example:

Code:
<Equip Requirement>
  level > 5
</Equip Requirement>
In-game, go to the Equip Core scene, and check the requirements for the piece of equipment chosen. There will be no stat-based requirements listed (and it will say that there are no requirements at all if those are the only requirements).


I've followed all the troubleshooting guidelines and it still didn't work. However, if this turns out to be an user error on my part, I apologize.


Regardless, here's a link to a clean project with only the affected plugins and the bug already replicated: https://mega.nz/#!1cwk0CKB!A5AyMnM-uvMrEVTq0B8kW6OaLRws0yB0QUmvjSIZ9nU (File Size: 30.9MB).


Thanks in advance.
 

Yanfly

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I have a small problem or doubt with YEP ClassChangeCore. I put the notetags:


<Level Unlock Requirements>


Class 4: Level 3


Class 1: Level 1


</Level Unlock Requirements>


In the case, the class Ranger, need class Barbarian lv 3 and Warrior lv1 for be used... but the requirements not function and i can use with only warrior in the lv1.. what the problem? 


obs.: all plugins are up to date


I'm not sure what you're asking here. Explain in detail?


---

Good day, Yanfly. I'd like to report what I believe is a bug with the YEP_X_EquipRequirements plugin.


How to replicate bug:


On any piece of equipment, insert the <Equip Requirement> notetags.


Within this notetag, as requirements, put in any stat-based requirement. Example:

Code:
<Equip Requirement>
  level > 5
</Equip Requirement>
In-game, go to the Equip Core scene, and check the requirements for the piece of equipment chosen. There will be no stat-based requirements listed (and it will say that there are no requirements at all if those are the only requirements).


I've followed all the troubleshooting guidelines and it still didn't work. However, if this turns out to be an user error on my part, I apologize.


Regardless, here's a link to a clean project with only the affected plugins and the bug already replicated: https://mega.nz/#!1cwk0CKB!A5AyMnM-uvMrEVTq0B8kW6OaLRws0yB0QUmvjSIZ9nU (File Size: 30.9MB).


Thanks in advance.


Remove the spaces in front.
 

Feli

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YEP CLASS CHANGE CORE


I was testing, so I created three classes: Warrior (id 1), Barbarian (id 4) and Ranger (id 19). In notetags the Ranger class I put the following:


<Level Unlock Requirements>
Class 4: Level 3
Class 1: Level 1
</ Unlock Level Requirements>


My intention was that it would cause even I releasing the 3 classes (using the plugin command), the Ranger class stay impossible until I fulfilled the requirements for it.


My question then is, when I use the command to release the class, the restriction is canceled? If yes, how do I add a class and maintain their restrictions?
Or I used a wrong command?
 
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