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watermark

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@Yanfly Here you go, as requested I made a test for the skill learn system. As you can see you can't remove the other classes from the skill learn menu with "RemoveClass". Another thing is that "RemoveClassAll" seems to work for some actors and not others. It appears to only work for the first actor, but I am not certain about this part.


YEP SkillLearnTest
 
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I forgot to say this before, but I love the concept of State Categories! I haven't had a chance to try it out yet (still reinstalling my plugins atm), but I love the idea as it gives them variety. Now my mental idea to have certain states I have be Illnesses can be true!
 

Henryetha

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There seems to be some incompatibility issue between "Change Battle Equips" and Moghunter's Battle Transitions.


Is there a way to get those to work together? Thank you.

yanflyMOG.png
 

Korokage

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So, about the State Categories plugin... is there someway of using it in conjunction with the +/- duration notetags in Buffs and States Core?
 

Ghost of Christmas Kloe

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There seems to be some incompatibility issue between "Change Battle Equips" and Moghunter's Battle Transitions.


Is there a way to get those to work together? Thank you.

1st, Yanfly doesn't do compatibility patches.


2nd, look at the screenshot, where do you see anything about Yanfly Change Battle Equips, it looks like EIS-Teleport is incompatible with MOG_BattleTransitions and MrTS_EmergeAnimations.
 

Henryetha

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1st, Yanfly doesn't do compatibility patches.


2nd, look at the screenshot, where do you see anything about Yanfly Change Battle Equips, it looks like EIS-Teleport is incompatible with MOG_BattleTransitions and MrTS_EmergeAnimations.
1. I didn't specifically ask for a patch. If I know what I can do, I can enter the script by myself and do it..


2. I tested it before, deactivating the EIS-Teleport and it didn't change anything, except that it didn't appear in the log anymore.


About Yanfly.. fact is, after changing equips while in Battle and trying to go back into Battle, it crashed.
 
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Ghost of Christmas Kloe

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I tested it, deactivating the EIS-Teleport and it didn't change anything, except that it didn't appear in the log anymore.


About Yanfly.. fact is, after changing equips while in Battle and trying to go back into Battle, it crashed.
Well, that's probably something to do with MrTS_EmergeAnimations drawing a bitmap when entering Scene_Battle and also MOG_BattleTransitions the same. I assume it's because the scripts are trying to do it again after you exit the equip menu, but can't because it isn't meant to.


It's not a problem with Yanfly's scripts really, it's more a "anything that does X doesn't work with a script like this". And I already stated, he doesn't do compatibility support via patches and stuff, but instead trys to maximise compatibility via aliasing. So this question doesn't belong here (due to Yanfly's Rules)
 

Henryetha

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Well, that's probably something to do with MrTS_EmergeAnimations drawing a bitmap when entering Scene_Battle and also MOG_BattleTransitions the same. I assume it's because the scripts are trying to do it again after you exit the equip menu, but can't because it isn't meant to.


It's not a problem with Yanfly's scripts really, it's more a "anything that does X doesn't work with a script like this". And I already stated, he doesn't do compatibility support via patches and stuff, but instead trys to maximise compatibility via aliasing. So this question doesn't belong here (due to Yanfly's Rules)
Look, I'm not a Scripter. In fact I'm using the RPG Maker just since 3 months now.


I can't generally say what is the problem and sometimes the solution is pretty easy.


So what can I do? I can either screw that and just take plugins out again or I try to get to a solution.


I chose to do the second and asked here. And while doing that, I tried do provide the infos as good as possible by including the screen.


It's not like exceptionally disturbing.. And it's also not like I would post here every day asking stuff..


Anyway, I didn't notice any incompatibility between this script and the emerge animation plugin.. That's the next thing for me to take a look on,


I guess I just need to find out, under whose topics questions are okay............... I won't do that here anymore.


And just a side note.. if changing equips would go similar to choosing skills etc (w/o leaving the battle) there (I guess) wouldn't just be compatibility to the transmition plugin, but to many other plugins aswell.. But well, maybe not. I don't know, that was just my idea.
 
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Neo Soul Gamer

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Hey Yanfly,


I doubt this is a bug, but it may be.


I'm trying to use a particular eval you recommended for me in the thread a few months ago. This is for the Enhanced TP plugin.


" this.calcElementRate(target) > 1.0 ? 30 : 15  "


Under "Deal HP DMG", this is supposed to raise TP by 30 when striking a weakness, or 15 if not.


Is there's something wrong with my eval? In your sample project, this returns a TypeError saying undefined is not a function and the logs show the problems start at Game_BattlerBase.
 

Chaos17

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Look, I'm not a Scripter. In fact I'm using the RPG Maker just since 3 months now.


I can't generally say what is the problem and sometimes the solution is pretty easy.


So what can I do? I can either screw that and just take plugins out again or I try to get to a solution.


I chose to do the second and asked here. And while doing that, I tried do provide the infos as good as possible by including the screen.


It's not like exceptionally disturbing.. And it's also not like I would post here every day asking stuff..


Anyway, I didn't notice any incompatibility between this script and the emerge animation plugin.. That's the next thing for me to take a look on,


I guess I just need to find out, under whose topics questions are okay............... I won't do that here anymore.


And just a side note.. if changing equips would go similar to choosing skills etc (w/o leaving the battle) there (I guess) wouldn't just be compatibility to the transmition plugin, but to many other plugins aswell.. But well, maybe not. I don't know, that was just my idea.
I understand your pain but Yanfly stated she won't work on any problems with others plugins than hers.


So the only things you can do is to ask for help on the plugin support board or pay a coder to solve you issue or let go of the plugin.
 
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Yanfly

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Equip Battle Skills >> Equip Skill Tiers


Features and How to Use:












This plugin imposes a limit upon actors to limit what skills can be equipped based on tiers. The player must abide by the limits before being able to exit the menu allowing for better control over gameplay balance.


Plugin and Instructions: http://yanfly.moe/2016/04/10/yep-91-equip-skill-tiers-rpg-maker-mv/
 

Yanfly

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@Yanfly Here you go, as requested I made a test for the skill learn system. As you can see you can't remove the other classes from the skill learn menu with "RemoveClass". Another thing is that "RemoveClassAll" seems to work for some actors and not others. It appears to only work for the first actor, but I am not certain about this part.


YEP SkillLearnTest


Remove class 2, 3, 4 from the unlocked classes in the Plugin Parameters. The unlocked classes there will always be available.


---

There seems to be some incompatibility issue between "Change Battle Equips" and Moghunter's Battle Transitions.


Is there a way to get those to work together? Thank you.



From the first post of the thread:


NOTE: I'll only provide support for my own plugins and code that I, myself, have provided. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. That said, any modifications you've made to the plugins itself, any custom Lunatic Mode code you've made yourself that isn't provided by me, or problems with the source code will not be supported by me either.


Furthermore, none of the errors posted in that error log pertain to my plugins at all.


---

So, about the State Categories plugin... is there someway of using it in conjunction with the +/- duration notetags in Buffs and States Core?


You'd have to use Lunatic Mode to do it currently. I may include a feature update later on that allows for this, however.

Hey Yanfly,


I doubt this is a bug, but it may be.


I'm trying to use a particular eval you recommended for me in the thread a few months ago. This is for the Enhanced TP plugin.


" this.calcElementRate(target) > 1.0 ? 30 : 15  "


Under "Deal HP DMG", this is supposed to raise TP by 30 when striking a weakness, or 15 if not.


Is there's something wrong with my eval? In your sample project, this returns a TypeError saying undefined is not a function and the logs show the problems start at Game_BattlerBase.


That's most likely because some of the formulas pertain to Game_Action while others pertain to Game_Battler (a restriction I was forced to deal with with MV's source code). It will only work in certain formulas.
 
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So I have a question that's probably kinda stupid about the newest plugin.


What's the difference between tiers? Like, say, I don't change the names or contents of mine and keep them exactly as you have them for simplicity's sake. What's the difference between them? What makes a Common skill vs a Rare skill? Is it possible that you can potentially miss out on some skills due to bad luck or optional stuff that you don't want to do? Because learning skills is very easy- through level up, or the Skill Learn menu with the requirements such as levels, items, JP enc. 
 

Ghost of Christmas Kloe

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Nothing. It just means you say "This one is an ultimate skill, so you can only equip 3 of them" or whatever. It just helps with balancing, so you can make your OP skills one rank and give that rank a max equipped of 1, and then you can only equip one of those OP skills at once. 
 

Crimson Dragon Inc.

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Equip Battle Skills >> Equip Skill Tiers


Features and How to Use:












This plugin imposes a limit upon actors to limit what skills can be equipped based on tiers. The player must abide by the limits before being able to exit the menu allowing for better control over gameplay balance.


Plugin and Instructions: http://yanfly.moe/2016/04/10/yep-91-equip-skill-tiers-rpg-maker-mv/


sweet @_@ now i can make players decide between the way op cinnamon twist skill(full heal and buff with added full barrier) or the way op galatic flare skill (massive all enemies damage 4 times)
 

Henryetha

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nvm -
 
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ToastyCheese

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Ever the beautiful bunny-thing. 

A question with regards to the skill equip system - would it be possible to add a tag for skills that would make them always available / work outside the skill equipment system? I feel this would really make the system more versatile as a whole because it could then for instance only be used as an equip passive system or some other thing while keeping access to certain skills constant (think passive abilities from FF9)
 

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@Yanfly I am using your Base Parameters Plugin to use custom stats to determine my actors HP, MP, Attack, etc.  What I am unable to do is make it so a different class has a different way of calculating attack.  So like my Archer class for instance.  I want their attack the be determine by their Dexterity and not Strength, but I can't seem to make it make the evaluation without breaking the whole thing and getting and exception.  The formula I use is as follows.


(user.isActor()) ? (((a.level + a.str) * 2) + plus) * buffRate : ((base + plus) * paramRate * buffRate + flat)


What do I need to do to make it calculate the Archer class and classes like it seperately?
 

Crimson Dragon Inc.

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@Yanfly I am using your Base Parameters Plugin to use custom stats to determine my actors HP, MP, Attack, etc.  What I am unable to do is make it so a different class has a different way of calculating attack.  So like my Archer class for instance.  I want their attack the be determine by their Dexterity and not Strength, but I can't seem to make it make the evaluation without breaking the whole thing and getting and exception.  The formula I use is as follows.


(user.isActor()) ? (((a.level + a.str) * 2) + plus) * buffRate : ((base + plus) * paramRate * buffRate + flat)


What do I need to do to make it calculate the Archer class and classes like it seperately?




 make both str and dex effect the attack stat of all characters... and archer still needs str to fire the bow and to determine damage just their dex stat will have more of an effect on it
 
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