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Actually, speaking of classes, that makes me wonder... how exactly DID you make it so once you switch classes, it's permanent? Because that sounds like an interesting mechanic I could use for certain characters.
 

Yanfly

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I tested the latest plugin, Equip Battle Skills. I tried to use the Plugin Command to increase by one the number of skills an actor can equip, but it didn't work.


Thanks for the catch. I'll get this fixed by tonight.


---

There's just one thing I don't like about the newest plugin, and that is removing the separation of different Skill Types from the battle menu and just classifying them all just as "Skills". I made those Skill Types unique to my classes, because I wanted them to be considered more than just generic "Skills" in name. For example, my Bard classes has two Skill Types, Songs and Trickery. The former is obvious, the latter is Thief-y skills since my Bards are kind of Rogue like. Which would stick out to the player more? Bard Songs, or just Skills? I think the former, because it tells you exactly what the class does rather than just have it generically listed as Skills.


*shrugs* I dunno, I really like the idea because I can use it tactically: say I learn Fire 1, then Fire 2 later on, unless I give Fire 1 a unique trait, why would I ever use it again once I get Fire 2? Or say I'm in a dungeon, and coming up against a Fire themed boss, do you really think it's a good idea to have Fire skills in your skill slots when it'll do nothing to him? But that's just one thing that stuck out to me. Makes me think I made up those Skill Types for nothing.


Is there any way to, btw, not access the Equip Skills thing in the menu until after you learn X number of skills? Because it wouldn't make logical sense to me to have the available at the start when my characters only have, say, 1 skill at their disposal. Like, only after learning their fifth/ninth skill would it unlock since now you have a decision to make.


I'm afraid I cannot cater to every single possible demand of every single possible RPG type out there. If the plugin doesn't suit your needs, I will have to say to not use it. I will not alter the way it functions simply because you don't like it. I personally believe that the removal of the skill types from the battle menu is to fit in with the entire purpose of this plugin: to remove battle clutter and to restrict the number of skills available to the player. Keeping the skill types there removes this purpose, thus, goes against the motif of the plugin to begin with. However, seeing as how you have a different idea of how you want something like this done, I suggest you visit the request forum: http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/


---

Not sure if this is intentional but for the SkillLearnSystem, ALL the classes that are available to the actor show up whether they are relevant or not. They still show up even after I tried using the command "RemoveClass 5 7" in ClassChangeCore.


In my case, I have the player select the character class once in the beginning, and the player cannot change this ever after. So even though 5 classes are unlocked for this actor, it is only relevant in the beginning, and should be removed after character creation. E.g. an actor is a Fighter, yet the Mage and other categories shows up as well during Skill Learn, which makes it very messy.


It would be best if there is an option to show only the relevant classes. Or only show the menu for the current class of the actor.


***Cannot Reproduce Error


Since I cannot reproduce the error, I'm going to ask you to do the following.


1. Download all the newest updates of the plugin.
2. Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project.
3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Use http://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.
4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them.
5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.
6. Make sure they're in the right order listed on http://yanfly.moe/yep/
7. Recreate the error.
8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.
9. Upload the project online (do -not- deploy it) to a website like MediaFire.com or Mega.co.nz or Dropbox. Please do not use a website that involves timers like 4shared, RapidShare, etc.
10. Post the link here and I'll take a look at it.


Thanks for helping!
 

Georg

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I'm sure I'm not the first who noticed this, but there are a problem with the Equip Scene, where the stat window doesn't refresh when change between characters. Here a example:

1.jpg2.jpg3.jpg
 

Yanfly

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My question is if it's possible to disable the Equip Skills thing until after you get X nmber of skills, because then you'd have a reason to switch them out if need be?


Or was the none meaning, "No, you can't do that, sorry."? I was just curious either way.


Actually, now that I think on it, the limited Skill slots could have another use too: What if, doubling it with, say, TP Mode or a certain Class, you wanted different characters to use their varied skillsets in different ways for different situations? Like, my Knight is usually the tank, the hard hitting melee fighter... but what if I wanted him to serve as a healer or ranged fighter with a bow?
 

Chaos17

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My question is if it's possible to disable the Equip Skills thing until after you get X nmber of skills, because then you'd have a reason to switch them out if need be?
If you're asking : is there a plugin command to hide the command "equip slot skills"


From Yanfly blog, I saw none.


Did you at least check her blog ? to read the details ?
 
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Not yet. I haven't yet. I just got back from shopping and haven't gotten to downloaing it yet.


Yanfly's a girl? Huh, so my inner voice for the cute fluffball has been wrong this whole time then...
 

JoePie

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I'm sorry that what I'll stating below is clearly out of topic, it's 4am here but I just can't hold it any longer. If this is consider spamming or against any rules, delete the post and I will not say another word. Thank you.


@Little Adventurer, I've been following this thread for every helpful plugin released by @Yanfly, which released with NO cost at all. FREE. They sure can keep all these plugin to their self or sell them for profit. They have no obligation at all to shared these with us. Yet, they shared.


We can being shameless, actually Im a shameless guy, whose can't even code a single line and just bringing help from others, like @DreamX, @Mr. Triveland many other whose I didn't listed here, but sure will have a place in my credit list. Yet, I think the very least we can do, is being respectful. Shameless but respectful. Respect all these pioneers, whose shared their fruit of knowledge, to help us tread easier. Respect my man, make the world a better place.  :D
 
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I'm not TRYING to be disrespectful! I love Yanfly's stuff a lot (and I'm assuming the VX Ace stuff is good too!) and have been satisfied with pretty much everything he's/she's/they've created. Just because I have one little complaint about a plugin feature doesn't mean I don't respect what they do. It's not that big a deal anyways and it's not like it hinders the entire plugin for me. It's still VERY versatile!


Look. I know I've been bothersome and probably very annoying lately. I sincerely apologize for that! But don't think for a second that I don't respect their work, that I'm not happy that I'm getting this for free, it's just that I've been really frustrated lately with programming stuff and right now I'm trying to focus on other aspects of my game, like skill creation and items instead (made a ton of crafting ingredients last night!). But it's just frustrating when it seems like I'm following instructions exactly as I see them from someone and they still don't work. 


I'm sorry I've been taking out said frustration on you, but don't ever think that I hate you or your work, okay? You're a godsend and honestly one of the best plugin creators I've seen and, without you, there's no way I'd even attempt to build my game world as I am now. 
 

JoePie

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@Little Adventurer My fault for mistaken your words. I think working overnight plus the gone of Kouji Wada have been made an impact to my frustration last night. I leave my post up there so it's clear you're replying to my message. But let me know if you need it to be Cleared.


Cheers, and respect from Joe.
 
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Unfortunately I can't seem to fix my Animated SV Enemies plugin problem at the moment, since getting rid of all non YEPs didn't do anything. So I'll just reinstall everything, then. I'm pretty sure that's worked before.
 

Yoshifull

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Hi Yanfly,


Actually, it's about the NOT FOCUS again... Now that it works, I didn't realize that non- animated SV troops, when they die, gets their opacity set to 0 automatically.


As such, when I use OPACITY NOT FOCUS: 100% at the end of my sequence, the dead troops appears again. While it is great for animated SV battlers, it just looks like the non animated battlers are back from the grave.
 

Luxanna

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@Yanfly Turning Message Core's 'Word Wrap Space' parameter on results in a space at the beginning of each description window. It looks kinda weird. Is that intentional?


u1.PNG
 

Yanfly

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Hi Yanfly,


Actually, it's about the NOT FOCUS again... Now that it works, I didn't realize that non- animated SV troops, when they die, gets their opacity set to 0 automatically.


As such, when I use OPACITY NOT FOCUS: 100% at the end of my sequence, the dead troops appears again. While it is great for animated SV battlers, it just looks like the non animated battlers are back from the grave.


This is going to be a problem... I'll have to spend a bit of time to get this one figured out. If worse comes to worse, I'll revert back to the original format.


---

@Yanfly Turning Message Core's 'Word Wrap Space' parameter on results in a space at the beginning of each description window. It looks kinda weird. Is that intentional?


View attachment 36119


Thanks, I'll get this taken care of by tonight.
 

killerfer

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@Yanfly


OMG 90 already? Do you have any plans for the big 100th? Maybe something special you've been doing secretly? :mrsatan:
 
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Hey, good news! I fixed my Animated SV Enemies problem! Deleting and reinstalling all my plugins seems to have worked! :)
 
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Crimson Dragon Inc.

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Tips & Tricks - Wit's End










Wit's End is a weapon from League of Legends that adds on bonus magic damage to basic attacks, decreases the enemy's magic resistance, and increases your own! Here's how to recreate this high utility weapon for RPG Maker MV!


Get the copy/paste code here: http://yanfly.moe/2016/04/09/tips-tricks-wits-end/


Enjoy! <3


this effect is awesome.....now to figure out a way to make it effective when used by someone who attacks hit 3 times........
 

CursedFoxfire

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Plugin: Damage Core


So I just made an attempt at using the Giant Slayer skill. I set the skill up exactly as shown in the video (triple checked just to make sure) but it the skill always say 0. I reinstalled the Core Engine, Battle Core Engine, and Damage core into an empty space and attempted it again, same result. A similar thing happened when I tried to create a skill that uses the target's Magic Attack and user's Magic attack to determine the damage. No matter what I seem to do, the skills always result in the animation playing but no damage happening. I've updated the damage core about 3 times but whenever I use the Damage Formula notetag it always makes the skill do no damage. I know for the MAT one I can just type that in the normal damage box but I wanna get the Damage Formula script working for some other skills I wanna work with. I'm sorry for being a bother but I really can't seem to figure out why it's not working.


Edit: Okay, so the damage core is working just fine now. I tried a very simple damage formula (does double damage at 1/2 HP) and it worked just fine. So there seems to be something specifically about the Giant Slayer that isn't working for me.
 
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