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CursedFoxfire

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Script: YEP_X_ActSeqPack1


Had a skill set up like this:


Name: Claws


Everything was default.


HP Damage 50 with no variance or critical.


Here's the notetags:


<Target Action>


perform action


motion wait: user


animation 16: target (The Claw Physical animation)


wait for animation


action effect


animation 16: target, mirror (Same animation in reverse)


wait for animation


action effect


death break


</Target Action>


I'm not sure where I went wrong exactly. It'll perform the cast animation as normal then just hit the enemy for 50 damage twice with no animation. Please help. The action sequence scripts are probably the best scripts out of the set due to the amount of flexibility they give you with skills. I have made sure all my plugins are up to date, made sure to set them in the exact order as on the site, did not modify anything, don't use any other people's plugins, and saved. All of which have proven unfruitful. I'm sure it's some simple tag I completely overlooked I'm still experimenting with these battle engine tags a bit.
 
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Yanfly

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So, when exactly is the next plugin preview? Or are you not doing that anymore?


That one I've skipped this week since FlyingDream's calculator came up. I figured it'd be a bit more exciting than having a 5 minute video showing what plugin comes out on Friday (It's Equip Skill Slots). :)


---

Script: YEP_X_ActSeqPack1


Had a skill set up like this:


Name: Claws


Everything was default.


HP Damage 50 with no variance or critical.


Here's the notetags:


<Target Action>


perform action


motion wait: user


animation 16: target (The Claw Physical animation)


wait for animation


action effect


animation 16: target, mirror (Same animation in reverse)


wait for animation


action effect


death break


</Target Action>


I'm not sure where I went wrong exactly. It'll perform the cast animation as normal then just hit the enemy for 50 damage twice with no animation. Please help. The action sequence scripts are probably the best scripts out of the set due to the amount of flexibility they give you with skills. I have made sure all my plugins are up to date, made sure to set them in the exact order as on the site, did not modify anything, don't use any other people's plugins, and saved. All of which have proven unfruitful. I'm sure it's some simple tag I completely overlooked I'm still experimenting with these battle engine tags a bit.


Try making this error happen in an empty project.
 

CursedFoxfire

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That one I've skipped this week since FlyingDream's calculator came up. I figured it'd be a bit more exciting than having a 5 minute video showing what plugin comes out on Friday (It's Equip Skill Slots). :)


---


Try making this error happen in an empty project.


Alright, remade the skill exactly the same as before in a new project and only used the scripts Core Engine, Battle Core Engine, and ActSeqPack1. It worked this time so I'm not entirely sure what happened. I followed the trouble shooting exactly on the other one so I'm not entirely sure what happened.


Edit: Went back into the old project and tried it again. This time it worked like it was supposed to. Only difference was I turned Weapon Animation and Weapon Unleash off. Then I tried it again with them back on and it worked like normal.
 
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JoePie

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*Praying this is a proper place to ask question like below. For some reason I can't find a PM button on your page feed.*


Hey Yanfly, a question regarding PartySystem plugin. I wonder is there anyway to make the PartySystem call function only when I call it through Plugin Command


But keep it as default (which didn't show reserve members )when call in Menu? 



If not, just incase if this against your policy,


would you mind if I altering your script to make it happen?


Thanks for your time.


Cheers, Joe
 
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DreamX

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Ah, I noticed the Picture Common Event import is template right now.
 
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Yanfly

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Ah, I noticed the Picture Common Event import is template right now.


Thanks, got that fixed and uploaded! Nice catch!


---

*Praying this is a proper place to ask question like below. For some reason I can't find a PM button on your page feed.*


Hey Yanfly, a question regarding PartySystem plugin. I wonder is there anyway to make the PartySystem call function only when I call it through Plugin Command


But keep it as default (which didn't show reserve members )when call in Menu? 



If not, just incase if this against your policy,


would you mind if I altering your script to make it happen?


Thanks for your time.


Cheers, Joe


For something like this, I suggest you visit the Request forum.
 

JoePie

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@Yanfly, Much fine! Thanks for every plugin provided! Cheers!
 

Crimson Dragon Inc.

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Tips & Tricks - Leech Seed (Pokémon)












Leech Seed is a skill from Pokémon that allows the user to drain 1/8th of the target's current HP each turn and heal it for itself. Learn how to recreate this skill in RPG Maker MV!


You can grab the copy/paste code here:
Yanfly.moe: http://yanfly.moe/2016/04/06/tips-tricks-leech-seed-rpg-maker-mv/




only thing that would make this even better is if i could figure out how to change it from 1/8 hp drain to a formula drain......so its not so op....
 

Taemien

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only thing that would make this even better is if i could figure out how to change it from 1/8 hp drain to a formula drain......so its not so op....


I believe you can change this line:


var damage = target.hp / 8;


To change the damage. Something like:


var damage = a.mat;


That might work. May have to use origin.mat instead of a.mat . Not 100% sure on the JS stuff admittedly.
 

Crimson Dragon Inc.

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I believe you can change this line:



var damage = target.hp / 8;


To change the damage. Something like:



var damage = a.mat;


That might work. May have to use origin.mat instead of a.mat . Not 100% sure on the JS stuff admittedly.




it would be user.mat..... but anyways thanks for the responses @bgillisp and @Taemien.... :D  now to make the one plant boss in my game a little more annoying :D
 

Korokage

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Is it possible to use Buff and State Core's state duration manipulation notetags in conjunction with State Categories? It'd be rather convenient as it'd make my vision of a Green Mage class a little easier to make.
 

Veronibeth

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Good day.


Yanfly, I'm not sure if I should post this here or in JS Plugin Requests... but here it goes.


My small game uses your Subclass and Aftermath Level Up plugins and I would like, if possible, for the second plugin to show a second screen for the subclass level ups.


Thanks.
 

Sait™

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I just add MessageCore plugin, but I dont know how to let player still can moving while a message is displaying and this message must display for a while. Any help, please?
 

CursedFoxfire

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(Deleted)
 
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Okay, what am I doing wrong here?


I'm TRYING to have dialogue appear in my first battle of my game, but even I put in the Plugin Command for "msgactor[1]" in my Troops Event, it doesn't show up! I can't access my ******* sponsored sample project right now (it can't read the Actors.json file for some reason), so I can't just look at that particular event which showed off the Message Windows and so I'm stuck! Please, can someone help me?!
 

Yanfly

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I believe you can change this line:



var damage = target.hp / 8;


To change the damage. Something like:



var damage = a.mat;


That might work. May have to use origin.mat instead of a.mat . Not 100% sure on the JS stuff admittedly.


This is correct. origin is best used here instead of 'a' if you want to tie it to the original caster's damage. Otherwise, the damage here will be equal to the person's MAT taking the damage.


---

Hey, sorry to be bothersome again. I've just been trying to get some scripts made but can't seem to get them working. I just need a slight explanation as to what I'm doing wrong. They're just test scripts that I'm experimenting with to see if I can get certain effects to work.


The first one I kinda wanted an effect where the more you're hurt, the stronger a spell gets.


<Target Action>


perform action


motion wait: user


action animation


wait for animation


action effect


if user.hp <= (user.maxhp * (3/4))


  action animation


  wait for animation


  action effect


  if user.hp <= user.maxhp * (1/2))


    action animation


    wait for animation


    action effect


  else


else


death break


</Target Action>


I've tried a few variations for this and the only time it ever works is when I replace the bits in parenthesis with static numbers.


This second one is an attempt to replicate the Doom spell from Final Fantasy which I put on a state


<Custom Apply Action>


this._doomCounter = 3


</Custom Apply Action>


<Custom Turn Start Effect>/<Custom Regeneration Effect> I list both cause I've tried both


if (this._doomCounter = 0)


  user.sethp(0)


else


this._doomCounter += 1


</Custom Turn Start Effect>/<Custom Regeneration Effect>


Again, multiple variations with little success. I attempted to use "var n =" beforehand but it just keeps saying it's undefined. Again, sorry to be bothersome. I just really wanna get these working and know where I went wrong.


For Action Sequence Help, I suggest you ask in the Action Sequence Help thread:




For your Lunatic Mode effect, I've limited the support I provide here to only the code I've provided. If you need help with Lunatic Mode, I suggest you use the JavaScript support forum: http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/


---

Okay, what am I doing wrong here?


I'm TRYING to have dialogue appear in my first battle of my game, but even I put in the Plugin Command for "msgactor[1]" in my Troops Event, it doesn't show up! I can't access my ******* sponsored sample project right now (it can't read the Actors.json file for some reason), so I can't just look at that particular event which showed off the Message Windows and so I'm stuck! Please, can someone help me?!


I'm assuming you're using the Extended Message Pack 1. If so, that is a Text Code, not a Plugin Command.


* ============================================================================
* Text Codes
* ============================================================================
*
* By using certain text codes in your messages, you can have the game replace
* them with the following:




It's to go -inside- of your Messages, not inside of a plugin command line. As for why the sample project isn't downloading, I can only think that the download you have is corrupted or cut off early. I've extracted everything on my end and it's extracting just fine. If the issue persists, let me know and I can reupload it.
 
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The thing is, I DID try to do it in Show Text. Nothing.


I have my Event on the map set to Action Button. The Event says: Battle Processing- Tutorial Battle VS Bubblers. Then Text: AltoEmotes(5), Window, Bottom and my actual text says "WHAT ARE THESE THINGS?!"


If I do the text BEFORE Battle Processing, it just shows up BEFORE the battle, which isn't what I want. At least, not right now. There IS dialogue I have planned for before and after the battle, but I want in battle text as well.


Ugh... as if I wasn't already having problems, what with the Animated Enemies plugin not simulating breathing for said enemies either for some reason now, even though it was working perfectly fine before. Even though I explicitly wrote <Breathing> and <HP Link Breathing> in my notetags for my enemies.


I STILL haven't figured out what the hell is wrong with my Steal Item code and without that, I can't figure out how to do the "Enemies Steal Weapons" thing I wanna do. And what you've been telling me- look at Script Calls - isn't helpful for someone who doesn't know Javascript and knows that if she messes up ONE character in her line of code, things screw up, and nobody is answering me whenever I ask questions in the Support boards which means I can't continue working on my game because I don't even know what to do to solve my issues like my enemies not doing moves I give them and they just stand there and let my heroes beat them up even though they're supposed to be exploding and AAAAAAGH!!!


...I'm sorry, Yanfly, but I'm just so frustrated right now!! :( >:( D:< :headshake: ;_;
 

Yanfly

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The thing is, I DID try to do it in Show Text. Nothing.


I have my Event on the map set to Action Button. The Event says: Battle Processing- Tutorial Battle VS Bubblers. Then Text: AltoEmotes(5), Window, Bottom and my actual text says "WHAT ARE THESE THINGS?!"


If I do the text BEFORE Battle Processing, it just shows up BEFORE the battle, which isn't what I want. At least, not right now. There IS dialogue I have planned for before and after the battle, but I want in battle text as well.


Ugh... as if I wasn't already having problems, what with the Animated Enemies plugin not simulating breathing for said enemies either for some reason now, even though it was working perfectly fine before. Even though I explicitly wrote <Breathing> and <HP Link Breathing> in my notetags for my enemies.


I STILL haven't figured out what the hell is wrong with my Steal Item code and without that, I can't figure out how to do the "Enemies Steal Weapons" thing I wanna do. And what you've been telling me- look at Script Calls - isn't helpful for someone who doesn't know Javascript and knows that if she messes up ONE character in her line of code, things screw up, and nobody is answering me whenever I ask questions in the Support boards which means I can't continue working on my game because I don't even know what to do to solve my issues like my enemies not doing moves I give them and they just stand there and let my heroes beat them up even though they're supposed to be exploding and AAAAAAGH!!!


...I'm sorry, Yanfly, but I'm just so frustrated right now!! :( >:( D:< :headshake: ;_;


You realize if you want messages to show up in battle, you have to do it inside of a troop event, right? If you do a message from a map event, it's never going to get that message window to carry on into your battle, with or without my plugins installed.


As for the other problems you're having, it seems like you're trying to bite off more than what you can chew. I'm going to suggest you ditch the idea of enemies stealing weapons, especially if you have to create it yourself with nobody else helping. I personally see that as a harmful game mechanic anyway. However, based on what other statements you've been saying, it appears you're trying to do too many advanced things without having a thorough understanding of the basics first. I'm going to have to advise you to cut down on the complicated stuff and make yourself a simple game before continuing any further. There's no point in you banging your head against the wall to create your game.
 
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