Status
Not open for further replies.

Radis3D

Just a Devilz
Veteran
Joined
Nov 1, 2015
Messages
172
Reaction score
33
First Language
Indonesian
Primarily Uses
RMVXA
Anooo... 


May i ask about sequence? 


How to add state to target with chance? 


Sankyu.. ? 
 

CursedFoxfire

Villager
Member
Joined
Apr 5, 2016
Messages
11
Reaction score
1
First Language
English
Primarily Uses
Plugin: Tick Based Regen


So I attempted to get Zed's Death Mark working in a CTB system but it just... didn't. When set to 3 turns it'd instantly end the moment the enemies turn is up. I had a monster with 1 in every stat except his HP which is set to 10000 (he's kinda my punching bag when testing new skills.) I set the state to last for 10 turns and found out that end of turn settings causes it to count by 4's and action end settings causes it to tick by 2. Is there a way to fix this or do I just have to set the number to a higher number and live with the awkward numbering?
 

Dumeka

Veteran
Veteran
Joined
Jun 12, 2014
Messages
65
Reaction score
22
First Language
German
Primarily Uses
Add a space between the : and +
Sometimes the easiest things are the ones we are not thinking off because we are rather thinking too complicated. :p


Thanks a lot! :)
 

Kilitar

Veteran
Veteran
Joined
Jul 28, 2015
Messages
141
Reaction score
43
First Language
czech
Primarily Uses
RMMV
Anooo... 


May i ask about sequence? 


How to add state to target with chance? 


Sankyu.. ? 
There might be better way but I did it as workaround - i am newbie :)


I made invisible "temporary state"  ID 30


In action sequence I used add state 30: target


This add state as 100% (if target has no state imunity) - you probably know that. 


Inside this temporary state 30 i used notetag 


<Custom Apply Effect>


var RelativeDamage = target.result().hpDamage / (target.mhp / 100); - this part check how big % damage target received


var bleed = Math.randomInt(RelativeDamage-20); - this part do math and set chance for state to apply.  In this scenario, if damage is bellow 20% of target.mhp - there is 0% chance to apply, for every 1% of relative damage done by single blow chance goes up by 1% 


if (bleed > 0) {    - eval, if randomInt test was sucsess


target.addState(7);  If yes then apply state. 


}


</Custom Apply Effect>


Of course you can use another math formula for your state chance. Also, you can use more temporary states - with various  apply math chances for each - in my case I have 3 temporary physical states pierceDMG/slashDMG/bluntDMG.  If I am using Spear Attack action sequence, I add pierceDMG state, with hammer I add bluntDMG, with axe I add slashDMG.  Each has different math in it - cos blunt injury has higher chance to break bones than pierce, which has bigger chance to internal organ injury etc..


Disadvantage: target state rate does not matter (I dont know how to deal with  it but I dont need it in this skill, state resist work and it is enough for me to Skeleton not bleeding :)  


At the end of sequence I silently remove state 30 off target using remove state 30: target


red is temporary state 


blue is % wanted state


Of yourse you will need multiple yanfly plugins, like 


Buffs & States Core, Core engine,  Battle Engine Core, and at least Action Sequence 1 pack





-------------------------------------------------------------


EDIT:


If you dont want link state apply chance to relative (or absolute) damage done you can use simplier version:


<Custom Apply Effect>


var chance = 20; this is %chance to apply  state


var bleed = Math.randomInt(100); this is random check 0-100%


if (bleed > chance) {    - eval, if randomInt test was sucsess


target.addState(7);  If yes then apply state. 


}


</Custom Apply Effect>


it is just me, I simply hate "add state heavy bleeding" :)  in case of 1HP damage to dragon :)  
 
Last edited by a moderator:

kreedves

Veteran
Veteran
Joined
Apr 13, 2016
Messages
73
Reaction score
5
First Language
English
Primarily Uses
I think you need to learn a bit more about eventing, though I'll just skip ahead to the punchline and say "I'm pretty sure you can't do the text skip the way you want to do it without a plugin specifically made for it". Issues I see?


1. You can only have one text box open at a time. So that "skip dialogue?" line wouldn't come up if you're already in a dialogue segment.


2. And even if it did, once you're in the "Else" part of the "If" block... you're in the "Else" part of the block and will remain there until the event is finished playing out, no matter what you do with the switches.


3. "Erase Event" should be used very sparingly, especially where NPCs are concerned. It makes the event - in all its pages - disappear entirely until you refresh the map. If everything else worked (though it won't) the switch would be sufficient. I don't even think it does anything in common events.


4. You never turn the "skip" or "Erase" switches off, so once they're set, your NPC will never have dialogue ever again.


5. "Screne_Manager"? "Screne_Item"? That's not going to work. Code cares about typos.
o ok but i should think that the dialogue text "would you like to skip?" should still appear (even when not in a dialog i tried both within the dialog and on the map) also for number 4 i did turn them off using a parallel event that i forgot to take a picture, also turning them off doesn't really matter since it can only be turned on if i ever reached the choices (which i can't) 


5. i apologize i changed it to screen for some reason i thought i typing scene


3. i didn't know that erasing an event erases all the pages for that event, i thought it only erased the current event page, good to now


also relax I've only been at this for a month and i only managed to learn so much from the tutorials and such.

10.jpg

13.jpg

12.jpg
 

kreedves

Veteran
Veteran
Joined
Apr 13, 2016
Messages
73
Reaction score
5
First Language
English
Primarily Uses
Actually, "scene" is correct. "screne" is wrong.
OMG I'm an idiot, but i changed it back and it still didnt work. i even redownloaded the button common event plugin in case it was outdated i even made a new project and redownloaded all of yanflys plugins, put them in the order yanfly suggested, and still not working, i meant back to the tutorial to see if i made a mistake whether it was typing error of something and still nothing.


also shouldn't it work using a label/jump to label event? or made using yanfly gab window or something "the skip dialog" like i said, i managed to do it but only if the prompt come before the dialog and was not a common event, but within the event itself, i could do this for EVERY dialog (or at least the ones i deem should have a skip feature) but i find this tidious and annoying.


Also there a plugin call iavra_splash_video, which allows you not only insert a video (mp4 and webm instead of .ogv) but you can skip by pressing the ok and/or the cancel button. so why cant they make that but with dialog? like if gamevariable.isTextmessage && blah blah blah. but i guess that is easier said then done, i don't really know  programming that well.
 
Last edited by a moderator:

gotnovicks

Veteran
Veteran
Joined
Feb 15, 2015
Messages
76
Reaction score
9
First Language
Portuguese
Primarily Uses
N/A
Hi yanfly!


I'm trying the following skill/state:


"The target has its maxHP increased by 15%, and heals 3% of its missing HP every action. This value increases to 10% when its HP is lower than 50%. After taking damage, if current HP is lower than 25%, this state in consumed, immediatly healing 75% of its missing HP."


but the code doesn't work @_@


<Custom Action End Effect>
var chkHP = user.hp/user.mhp
var hpFlt = user.mhp - user.hp
if (chk.HP <= 0.5) {
user.gainHP(Math.round(hpFlt * 0.1));
target.startDamagePopup();
target.clearResult();
else {
user.gainHP(Math.round(hpFlt * 0.03));
target.startDamagePopup();
target.clearResult();
}
</Custom Action End Effect>

<Custom Respond Effect>
var chkHP = user.hp/user.mhp
var hpFlt = user.mhp - user.hp
if (chk.HP <= 0.25) {
user.gainHP(Math.round(hpFlt * 0.75));
user.removeState(11);
target.startDamagePopup();
target.clearResult();
}
</Custom Respond Effect>




(chkHP is a variable to check HP current %, and hpFlt gets missing hp value)
 

dgenxp

Warper
Member
Joined
Nov 16, 2012
Messages
2
Reaction score
2
First Language
English
Primarily Uses
Hi Yanfly


I am trying to use the latest plugin update and i am getting the following error


I have not got any custom plugins running i have not made any changes from before i just simply updated what i had, I do have other downloaded plugins running i will attach a list at the bottom of my error report, 


The error only happens when entering Battle i Use the CTB Battle option andas soon as it selects  the first icon to fight it brings me an error -- Cannot read property 'list' of undefined


TypeError: Cannot read property 'list' of undefined
    at Game_Interpreter.setupReservedCommonEvent (rpg_objects.js:8783)
    at Game_Troop.setupBattleEvent (rpg_objects.js:5316)
    at Function.BattleManager.updateEventMain (/H:/Development/Chronicles%20of%20Arcadore/The%20War%20of%20Blades/js/plugins/YEP_X_BattleSysCTB.js:875)
    at Function.BattleManager.updateEvent (/H:/Development/Chronicles%20of%20Arcadore/The%20War%20of%20Blades/js/plugins/YEP_BattleEngineCore.js:1606)
    at Function.BattleManager.update (/H:/Development/Chronicles%20of%20Arcadore/The%20War%20of%20Blades/js/plugins/YEP_X_BattleSysCTB.js:852)
    at Scene_Battle.updateBattleProcess (rpg_scenes.js:2050)
    at Scene_Battle.update (rpg_scenes.js:2042)
    at Scene_Battle.update (/H:/Development/Chronicles%20of%20Arcadore/The%20War%20of%20Blades/js/plugins/YEP_BattleEngineCore.js:3960)
    at Scene_Battle.update (/H:/Development/Chronicles%20of%20Arcadore/The%20War%20of%20Blades/js/plugins/YEP_VictoryAftermath.js:817)
    at Scene_Battle.update (/H:/Development/Chronicles%20of%20Arcadore/The%20War%20of%20Blades/js/plugins/YEP_RowFormation.js:1983)rpg_managers.js:1618 SceneManager.catchException


I want to keep up to date with all these plugins but it seems every so often errors pop up when i update so i am always dubious to update the plugins.


the plugins i am running are


All of the yanfly ones 


Galv_Magic Shards


HIME_LevelUpEvents


ET_Minimap


AlternativeSaveLoadScreen


MoogleX_ElementBoost


SSEP_BattleSpeedup


CORE_ExitButtonReplace


SSG_DificultySettings


YED_InvertTarget


and thats it, please any help to fix this would be amazing
 

Ilan14

Veteran
Veteran
Joined
Nov 28, 2015
Messages
220
Reaction score
69
First Language
Spanish
Hey Yanfly, it looks that the Attachable Augments and the Equip Battle Skills plugins in your page aren't updated. And I'm definetly sure that I deleted my cache this time... :(
 

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
Hi Yanfly


I am trying to use the latest plugin update and i am getting the following error


I have not got any custom plugins running i have not made any changes from before i just simply updated what i had, I do have other downloaded plugins running i will attach a list at the bottom of my error report, 


The error only happens when entering Battle i Use the CTB Battle option andas soon as it selects  the first icon to fight it brings me an error -- Cannot read property 'list' of undefined


TypeError: Cannot read property 'list' of undefined
    at Game_Interpreter.setupReservedCommonEvent (rpg_objects.js:8783)
    at Game_Troop.setupBattleEvent (rpg_objects.js:5316)
    at Function.BattleManager.updateEventMain (/H:/Development/Chronicles%20of%20Arcadore/The%20War%20of%20Blades/js/plugins/YEP_X_BattleSysCTB.js:875)
    at Function.BattleManager.updateEvent (/H:/Development/Chronicles%20of%20Arcadore/The%20War%20of%20Blades/js/plugins/YEP_BattleEngineCore.js:1606)
    at Function.BattleManager.update (/H:/Development/Chronicles%20of%20Arcadore/The%20War%20of%20Blades/js/plugins/YEP_X_BattleSysCTB.js:852)
    at Scene_Battle.updateBattleProcess (rpg_scenes.js:2050)
    at Scene_Battle.update (rpg_scenes.js:2042)
    at Scene_Battle.update (/H:/Development/Chronicles%20of%20Arcadore/The%20War%20of%20Blades/js/plugins/YEP_BattleEngineCore.js:3960)
    at Scene_Battle.update (/H:/Development/Chronicles%20of%20Arcadore/The%20War%20of%20Blades/js/plugins/YEP_VictoryAftermath.js:817)
    at Scene_Battle.update (/H:/Development/Chronicles%20of%20Arcadore/The%20War%20of%20Blades/js/plugins/YEP_RowFormation.js:1983)rpg_managers.js:1618 SceneManager.catchException


I want to keep up to date with all these plugins but it seems every so often errors pop up when i update so i am always dubious to update the plugins.


the plugins i am running are


All of the yanfly ones 


Galv_Magic Shards


HIME_LevelUpEvents


ET_Minimap


AlternativeSaveLoadScreen


MoogleX_ElementBoost


SSEP_BattleSpeedup


CORE_ExitButtonReplace


SSG_DificultySettings


YED_InvertTarget


and thats it, please any help to fix this would be amazing


Please follow these steps from the bug report page:


BASIC TROUBLE SHOOTING


1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/


2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.


3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?


4. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager? 


You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video:http://yanfly.moe/yep/changelog/


Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.


5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.


6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.


---

Hey Yanfly, it looks that the Attachable Augments and the Equip Battle Skills plugins in your page aren't updated. And I'm definetly sure that I deleted my cache this time... :(


Ah, that's my bad. I'll get it updated.
 

wifflefish

Veteran
Veteran
Joined
Jun 16, 2013
Messages
21
Reaction score
1
First Language
English
Primarily Uses
Hey Yanfly,


Thanks for the quick fix on EquipBattleSkills. Just a heads up, it's still auto-equipping skills as you learn them, and leaving the original version on the equip screen when it should have been removed.


2016-04-19.png
 

Kilitar

Veteran
Veteran
Joined
Jul 28, 2015
Messages
141
Reaction score
43
First Language
czech
Primarily Uses
RMMV
 


Hi yanfly!


I'm trying the following skill/state:


"The target has its maxHP increased by 15%, and heals 3% of its missing HP every action. This value increases to 10% when its HP is lower than 50%. After taking damage, if current HP is lower than 25%, this state in consumed, immediatly healing 75% of its missing HP."


but the code doesn't work @_@



<Custom Action End Effect>
var chkHP = user.hp/user.mhp
var hpFlt = user.mhp - user.hp
if (chk.HP <= 0.5) {
user.gainHP(Math.round(hpFlt * 0.1));
target.startDamagePopup();
target.clearResult();
else {
user.gainHP(Math.round(hpFlt * 0.03));
target.startDamagePopup();
target.clearResult();
}
</Custom Action End Effect>

<Custom Respond Effect>
var chkHP = user.hp/user.mhp
var hpFlt = user.mhp - user.hp
if (chk.HP <= 0.25) {
user.gainHP(Math.round(hpFlt * 0.75));
user.removeState(11);
target.startDamagePopup();
target.clearResult();
}
</Custom Respond Effect>




(chkHP is a variable to check HP current %, and hpFlt gets missing hp value)
 



--------------------------------------------------------------------------------------


As start - Shoud not be each var declaration ended with ;


Iike:


var chkHP = user.hp / user.mhp ; 


http://www.w3schools.com/js/js_variables.asp
 
Last edited by a moderator:

Quickdraws

Veteran
Veteran
Joined
May 31, 2013
Messages
55
Reaction score
8
First Language
English
Primarily Uses
Not sure what happened but with the latest update of attach augments v1.04 it seems like none of the tags will read percentages anymore so only whole numbers are working.


For Example:


<Augment: Gemstone>                                                                                                                    <Augment: Gemstone> 


TRG: +1%  <--- This adds 100% to value                                                                                          TRG: +1.5% no visible change in attributes tab


CEV: +2%    <--- This now adds 102% for some reason.                                                                  CEV: +2.5% no visible change in attributes tab


MCR: +50% <--- This works goes from 100% to 150%                                                                     MCR: +50.5% no visible change in attributes tab


Add State Rate: Charm, 90% <--- This works                                                                                   Add State Rate: Charm, 90.5% no visible change in attributes tab


Boost: +1                                                                                                                                            Boost: +1


</Augment: Gemstone>                                                                                                                     </Augment: Gemstone>


The percentage tags on the right worked with v1.02 but everything seems screwy now values are off and nothing with a  decimal will work now.


All scripts up to date things worked fine yesterday best I could tell till I updated to 1.04 curious if anyone else has run into this problem.
 
Last edited by a moderator:

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
Does Yanfly Engine have a logo?


It does not.


---

Hey Yanfly,


Thanks for the quick fix on EquipBattleSkills. Just a heads up, it's still auto-equipping skills as you learn them, and leaving the original version on the equip screen when it should have been removed.


View attachment 36675


-.-


There's always something left behind. I'll get it fixed.


---

Not sure what happened but with the latest update of attach augments v1.04 it seems like none of the tags will read percentages anymore so only whole numbers are working.


For Example:


<Augment: Gemstone>                                                                                                                    <Augment: Gemstone> 


TRG: +1%  <--- This adds 100% to value                                                                                          TRG: +1.5% no visible change in attributes tab


CEV: +2%    <--- This now adds 102% for some reason.                                                                  CEV: +2.5% no visible change in attributes tab


MCR: +50% <--- This works goes from 100% to 150%                                                                     MCR: +50.5% no visible change in attributes tab


Add State Rate: Charm, 90% <--- This works                                                                                   Add State Rate: Charm, 90.5% no visible change in attributes tab


Boost: +1                                                                                                                                            Boost: +1


</Augment: Gemstone>                                                                                                                     </Augment: Gemstone>


The percentage tags on the right worked with v1.02 but everything seems screwy now values are off and nothing with a  decimal will work now.


All scripts up to date things worked fine yesterday best I could tell till I updated to 1.04 curious if anyone else has run into this problem.


This is something that I've decided to go with for now. With the entire mess of trying to get things actually working and stable, I've disabled decimal changes. If not being able to control 0.1% of a stat becomes a problem for you and renders this plugin completely unusable for you, I suggest you look for another plugin for the time being.
 
Last edited by a moderator:

Quickdraws

Veteran
Veteran
Joined
May 31, 2013
Messages
55
Reaction score
8
First Language
English
Primarily Uses
Yeah I get that and can live without the decimal just have to change the tags ive already done that's all. Thanks for the quick response; however, it seems that HIT CRI MEV EVA CEV all now add 100% with any tag plus the value; so a  +1% CEV tag adds 101%  which negates any viable use of those parameters.
 
Last edited by a moderator:

radajin

Veteran
Veteran
Joined
Feb 19, 2013
Messages
159
Reaction score
16
First Language
English
Primarily Uses
Hello! thanks for the elemental rate fix on your augments plug-in but now it seems my critical and hit gems are now increasing the crit rate by 102% instead of just +2%


Do i need to get the parameter plug-ins to use this?


This is the notetag i'm using


<Augment: Minor Orasha>


Cri: +2%


</Augment: Minor Orasha>
 

Mortels

Villager
Member
Joined
Apr 12, 2016
Messages
28
Reaction score
3
First Language
English
Primarily Uses
Hello! Yanfly. I have a questions about your plugin.


1. Can the upgrade item or augment item still have a text color when already upgraded or augmented? If it can, How I do?


2. Do you have a way to sort items, weapons and armors by either A-Z or priority or other for work with both of non-independent and independent?


3. Can I set the success variance rate of craft and upgrade and augment with your scripts? Example, when I craft the item it have 20% for craft success.


Thank you so much. <3
 
Last edited by a moderator:
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 5)

Latest Threads

Latest Posts

Latest Profile Posts

Day 9 of giveaways! 8 prizes today :D
He mad, but he cute :kaopride:

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.

Forum statistics

Threads
106,040
Messages
1,018,473
Members
137,823
Latest member
yossiii
Top