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Neo Soul Gamer

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Hey Yanfly,

Another member had a question about the Enemy A.I plugin. He noticed that there was no targeting option for Lowest/Highest TP despite having targeting options for several other parameters. Was TP left out for a particular reason? I figured I'd ask in case he didn't get around to it.
 

TheGamedawg

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MikeMakes

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That method is very clear for learning Passive States. If one wants to equip something like HP +200% however, the HP increment is not immediately shown until the battle. Is there a way to show the HP increment as soon as the passive is learned?

Also, is there a way to categorize Skills to Learn by our own categories (e.g. Black Magic, White Magic, Passives) rather than by classes?

In addition, for the SE Tick that plays while EXP Gauge fill up, is it suppose to be like Final Fantasy 7 or 8 in which we hear a sound as each point of EXP is awarded and the gauge fills? I only hear it once at the beginning of the Aftermath and watch as the rest of the EXP gauge fills up in silence.
 
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Rainfall

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Sorry for asking, I'm just seeing numbers and letters flying in front of my head looking at the Action Sequences.

Is anyone willing to give me an example to zoom in on an basic attack? Or in general every action? I don't really understand it. ^^
 

Rainfall

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Lionheart_84

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Nice plugin , it needed really ... A tip ... if you could put this plugin also a system of " skill level up " ???
Use the JP is to learn the skill , is perhaps to strengthen them :
EX : increase power consumption of MP , if a status apply positive / negative , it lengthens the effect and duration ..... things well , you can do ????
 

Marston

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Regarding the new Victory Aftermath skill learning:



Currently, it most likely will block out part of the characters name, like it does here. Could you maybe change it that it's shown on a separate page?
 

Black Noise

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Hey Yanfly. I got all the plugins updated and it had fixed the earlier error I reported. Thank you.

Now I'm trying out the Action Sequence Packs but I'm having some trouble with the third one.

You see, I was working on a couple of gun-based skills and so far the sequences I made for them mostly worked

but I wanted to start the action by zooming into the target (as highlighted in bold in the spoiler box) and every time I tested it out, it didn't happen.

No camera movement, no zooming. Just everything else worked fine though.

Here's how I entered the sequence for one of my skills.

<setup action>

display action

camera screen: target, base, 30

zoom: 1.5

wait for camera

wait for zoom

</setup action>

<target action>

shake screen: 3, 5, 5

action animation

action effect: target

enemy effect: target, blink

wait: 15

shake screen: 3, 5, 5

action animation

action effect: target

enemy effect: target, blink

wait: 15

shake screen: 3, 5, 5

action animation

action effect: target

enemy effect: target, blink

</target action>

<finish action>

clear battle log

reset camera

reset zoom

</finish action>
Is there something I missed or anything?

Thanks.
 

Yanfly

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Hey Yanfly,

Another member had a question about the Enemy A.I plugin. He noticed that there was no targeting option for Lowest/Highest TP despite having targeting options for several other parameters. Was TP left out for a particular reason? I figured I'd ask in case he didn't get around to it.
Yes, this was left out for the time being. The main reason is because I intend to add it in after getting everything TP-related sorted out by a TP manager plugin.

That method is very clear for learning Passive States. If one wants to equip something like HP +200% however, the HP increment is not immediately shown until the battle. Is there a way to show the HP increment as soon as the passive is learned?

Also, is there a way to categorize Skills to Learn by our own categories (e.g. Black Magic, White Magic, Passives) rather than by classes?

In addition, for the SE Tick that plays while EXP Gauge fill up, is it suppose to be like Final Fantasy 7 or 8 in which we hear a sound as each point of EXP is awarded and the gauge fills? I only hear it once at the beginning of the Aftermath and watch as the rest of the EXP gauge fills up in silence.
Seems like an error with the MV source code not refreshing the actor when a new skill is learned. I'll get this updated.

Nice plugin , it needed really ... A tip ... if you could put this plugin also a system of " skill level up " ???

Use the JP is to learn the skill , is perhaps to strengthen them :

EX : increase power consumption of MP , if a status apply positive / negative , it lengthens the effect and duration ..... things well , you can do ????
I'll consider it, but be sure to leave that comment in the next Tips & Tricks video to see in case I forget.

Regarding the new Victory Aftermath skill learning:



Currently, it most likely will block out part of the characters name, like it does here. Could you maybe change it that it's shown on a separate page?
For the moment, adding the skill learned text is temporary and something I never intended to from the start. The reason? Because I was going to implement separate plugins to accomodate extra windows for the leveling up process (including adding parameters at the time of leveling up). However, after being badgered by it constantly to the point where it was annoying even my friends looking at the comments, I decided to add in the OPTION to show the learned skill. That said, this is an option. If it doesn't make your game look good, I'd suggest you remove it.

Hey Yanfly. I got all the plugins updated and it had fixed the earlier error I reported. Thank you.

Now I'm trying out the Action Sequence Packs but I'm having some trouble with the third one.

You see, I was working on a couple of gun-based skills and so far the sequences I made for them mostly worked

but I wanted to start the action by zooming into the target (as highlighted in bold in the spoiler box) and every time I tested it out, it didn't happen.

No camera movement, no zooming. Just everything else worked fine though.

Here's how I entered the sequence for one of my skills.

<setup action>

display action

camera screen: target, base, 30

zoom: 1.5

wait for camera

wait for zoom

</setup action>

<target action>

shake screen: 3, 5, 5

action animation

action effect: target

enemy effect: target, blink

wait: 15

shake screen: 3, 5, 5

action animation

action effect: target

enemy effect: target, blink

wait: 15

shake screen: 3, 5, 5

action animation

action effect: target

enemy effect: target, blink

</target action>

<finish action>

clear battle log

reset camera

reset zoom

</finish action>
Is there something I missed or anything?

Thanks.
I'm having no problems with that action sequence and I just copy and pasted it into my project.
 

Marston

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For the moment, adding the skill learned text is temporary and something I never intended to from the start. The reason? Because I was going to implement separate plugins to accomodate extra windows for the leveling up process (including adding parameters at the time of leveling up). However, after being badgered by it constantly to the point where it was annoying even my friends looking at the comments, I decided to add in the OPTION to show the learned skill. That said, this is an option. If it doesn't make your game look good, I'd suggest you remove it.
Oh, okay. Then I'll just wait until that plugin arrives. xD
 

Luth

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Your new learning system is nice, but I have to say I thought it would be something similar to FF9 or FF Tactics Advance :

Example : Magic Staff allows the player to use Fire in battle as long as he is equipped with or if he learns it (let's say he needs 50 JP to do so).

In the image, the hero needs 150 AP to learn Doomsday, but can use it even if it has not been learned as long as he is equipped with Mace of Zeus.

Besides, in FF9 (and in Kingdom Hearts), there was a passive skill learning system aswell ; you could decide in the menu what passive skill to unable, at a cost of some ability point, considering your maximum is x.

In this image, Zidane's maximum Ability Point is 72, he can spends it to activate the passive skill he wants (would be refunded if he unables it)

It's the best learning system in my opinion since it allows the maker to control what skill would be learned according to the equipment available at any stage of the game.

Do you plan to make something similar :) ? Would be great, it's always cool to let the maker chose the system he'd like for his game, makes the games different from each others.
 
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Fernyfer775

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I've actually seen it asked a handful of times, so figured I'd share:

For those of you who want to implement a "skill upgrade" aspect to the Learn Skill system, just slap this bad boy into the skill note tag:

<Learn Cost Eval>$gameActors.actor(actorid).learnSkill(n);$gameActors.actor(actorud).forgetSkill(;</Learn Cost Eval>

This will allow you to erase an "older" version of a skill while adding the new one you're learning.
 
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Lionheart_84

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Yanfly@

" I'll consider it, but be sure to leave that comment in the next Tips & Tricks video to see in case I forget."

..Ok, sure , maybe if you will need clarification on what I had in mind , please ask !!! ; D
 
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Marston

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I have a question regarding your Auto Passive Stats. 

As I understand them, they are not removed upon death, right? I am currently trying to add some sort of difficulty setting, using a buff/debuff I apply at the start of each battle with your BaseTroopEvent Plugin. However, that has the problem that these (de)buffs are removed upon death and could only be applied at round end (or maybe with loads and loads of switches that ask if a character has just been revived), which causes some problems, like missing EXP when a buff allows for increased EXP on easy, for example.

Would it be possible to add an option for your Auto Passive Stats to ask if a certain switch is on or a variable has a specific value? That would allow to apply these passives only on a specific difficulty or under certain conditions (maybe you failed to stop a ritual so the boss now has a passive stat, but only then, when Switch 32 = ON).
 

Yanfly

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Your new learning system is nice, but I have to say I thought it would be something similar to FF9 or FF Tactics Advance :

Example : Magic Staff allows the player to use Fire in battle as long as he is equipped with or if he learns it (let's say he needs 50 JP to do so).

In the image, the hero needs 150 AP to learn Doomsday, but can use it even if it has not been learned as long as he is equipped with Mace of Zeus.

Besides, in FF9 (and in Kingdom Hearts), there was a passive skill learning system aswell ; you could decide in the menu what passive skill to unable, at a cost of some ability point, considering your maximum is x.

http://vignette2.wikia.nocookie.net/finalfantasy/images/6/6a/FFIX_Magic_Stone.png/revision/latest?cb=20110509030353
In this image, Zidane's maximum Ability Point is 72, he can spends it to activate the passive skill he wants (would be refunded if he unables it)

It's the best learning system in my opinion since it allows the maker to control what skill would be learned according to the equipment available at any stage of the game.

Do you plan to make something similar :) ? Would be great, it's always cool to let the maker chose the system he'd like for his game, makes the games different from each others.

Those are equipment-based learning systems that I'll eventually be getting around to.

The passive system will be another, too.

Yanfly@

" I'll consider it, but be sure to leave that comment in the next Tips & Tricks video to see in case I forget."

..Ok, sure , maybe if you will need clarification on what I had in mind , please ask !!! ; D
Will do!

I have a question regarding your Auto Passive Stats. 

As I understand them, they are not removed upon death, right? I am currently trying to add some sort of difficulty setting, using a buff/debuff I apply at the start of each battle with your BaseTroopEvent Plugin. However, that has the problem that these (de)buffs are removed upon death and could only be applied at round end (or maybe with loads and loads of switches that ask if a character has just been revived), which causes some problems, like missing EXP when a buff allows for increased EXP on easy, for example.

Would it be possible to add an option for your Auto Passive Stats to ask if a certain switch is on or a variable has a specific value? That would allow to apply these passives only on a specific difficulty or under certain conditions (maybe you failed to stop a ritual so the boss now has a passive stat, but only then, when Switch 32 = ON).
Auto Passive States are retained even upon death so for your difficulty settings, that would be best used. What I would do though, if I were you, is to make a skill for each difficulty setting. Don't give these skills any skill types so they don't show up on the skill lists. Then, making use of the Base Troop Events plugin, on turn 0, remove all the difficulty skills from the characters and then using conditional branches to give them the proper difficulty. For the difficulty skills, give them the appropriate passive state that alters the difficulty settings.
 

Nohmaan

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I've actually seen it asked a handful of times, so figured I'd share:

For those of you who want to implement a "skill upgrade" aspect to the Learn Skill system, just slap this bad boy into the skill note tag:

<Learn Cost Eval>$gameActors.actor(actorid).learnSkill(n);$gameActors.actor(actorud).forgetSkill(;</Learn Cost Eval>

This will allow you to erase an "older" version of a skill while adding the new one you're learning.
Does this prevent the skill from being learned again?  So I can't go back and learn Fire Lv1 if I know Fire Lv2?
 

Marston

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EquipmentCore kills characters. I actually thought it's an engine problem, but it's caused by your plugin.

Character A wields a Life Ring, which increases Max HP by 10. 

Character A fights a powerful enemy and survives the battle with 1 HP (because of poison or just sheer luck). The enemy dropped an Energy Ring, which increases MP by 25.

Character A now exchanges the Life Ring (+10 Max HP) with the Energy Ring (+25 Max MP). Lo and behold, Character A is now dead, because unequipping the Life Ring reduces his Max HP and also seemingly at least 1 nomal HP. If you have no way of reviving the character or all characters are dead and you then leave the menu you get a Game Over, because your whole party is dead.
 

Yanfly

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EquipmentCore kills characters. I actually thought it's an engine problem, but it's caused by your plugin.

Character A wields a Life Ring, which increases Max HP by 10. 

Character A fights a powerful enemy and survives the battle with 1 HP (because of poison or just sheer luck). The enemy dropped an Energy Ring, which increases MP by 25.

Character A now exchanges the Life Ring (+10 Max HP) with the Energy Ring (+25 Max MP). Lo and behold, Character A is now dead, because unequipping the Life Ring reduces his Max HP and also seemingly at least 1 nomal HP. If you have no way of reviving the character or all characters are dead and you then leave the menu you get a Game Over, because your whole party is dead.
Hmm, that's interesting. I'll see to getting that fixed.
 
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