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kiriseo

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That was the first thing I tried, the problem is, user.paramBase(7), and I tried user.paramBase(6) too, aren't taking into consideration the equippment. I have a heavy helmet that decreases the agility, and only that, for testing purposes. But it ends up making no difference into the damage. That's why i was seraching fo a different command that returned the actual agility instead of the base agility.

The command is now:

<Custom Parameters>

atk = user.paramBase(2) * ( 200 / user.paramBase(7) );

</Custom Parameters>

On level 50 the attack will always be 487 no matter if the speed is 73 or 13 (with the helmet)
Then try it with

user.param(7);That should give you the agi value incl. equipment boni.

/EDIT:

Okay, forget that. That doesn't work.

I don't know how you can include boni/mali from equipment here.
 
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Yanfly

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Yanfly, is it possible to make the text appear slower (for the sake of an example, 10 letters per second) using your message core plugin?

Thanks in advance.
Not with the current plugin for the Message Core unfortunately. I didn't add any functionality for it yet since I planned to add it in an extension plugin that'd also do letter sounds at the same time (to synch things up).

Excuse me.

For the ATB system, is it possible to set different formulas for charging skills?

Because what I have in mind is that for Physical attacks, the charging speed is determined by the user's Dexterity (A custom stat of mine)

while the charging speed for Magical attacks are influenced by another custom stat I made.

Thanks.
I could, but there actually lies an issue with custom formulas. Custom formulas would be ran off an eval, which, as far as JavaScript goes, makes your game run rather slow if too many evals were to occur at the same time. I've been trying to figure out a way to effectively do this.

I would like to ask a similar thing but is it possible to define a skill's charge speed e.g Flame takes 200% as long as normal to charge because it has <ATBCHARGESET: 2> in it. I dont mean it makes the current charge go up or down but makes that skill take longer/shorter, which would help to balance out skills?

Would either mine or Noise's request be possible / is already possible?
You can make use of the <Speed: +x> or <Speed: -x> notetags to increase the charge times. :) Keep in mind, that depending on your settings for the ATB, the x values may have to go into the thousands to show any effect. Lower than -2000 for more charge time using the default settings and +2000 for shorter charge times using the default settings.

If you use user.at it wont crash, but it doesn't work either.

I have a sword with the following tag

<Custom Parameters>atk = 200 + user.at;</Custom Parameters>And this is how the Attack of the actor looks after equipping it.



I tested it a few moments ago with the properties, and you can't use any of those except user.hp, user.mp, and user.tp here.

For the other eight parameters (MaxHp, MaxMp, Atk, Def, Mat, Mdf, Agi, Luk) you have to use user.paramBase(ID).

For agility, try user.paramBase(7).
You're using user.at. That's not a real value and returns nothing so it returns NaN. I would suggest you watch this to get an idea of how to make your effect.
 

jvcscasio

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@Yanfly

I based off Hestia knife, but for some reason, it doesn't take the agility into consideration... Even using user.agi, user.agility, user.paramBase(6), user.paramBase(7)...

EDIT:

Just found out messing here that user.paramBase(6) AND user.paramBase(5) are returning MDEF but user.paramBase(7) is luck, not agility!
 
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kiriseo

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EDIT:

Just found out messing here that user.paramBase(6) AND user.paramBase(5) are returning MDEF but user.paramBase(7) is luck, not agility!
That shouldn't be possible for both to return M.Def.

The values are coming from parameters from the actors.json.

When you take a look at the classes, you'll see that all of them starting with that values at level 1:

16 M.Atk (paramBase(5)), and 16 M.Def (paramBase(6))

Yeah, that was a miss on my end. Agi has the ID 6
 
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Ghost of Christmas Kloe

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You can make use of the <Speed: +x> or <Speed: -x> notetags to increase the charge times. :) Keep in mind, that depending on your settings for the ATB, the x values may have to go into the thousands to show any effect. Lower than -2000 for more charge time using the default settings and +2000 for shorter charge times using the default settings.
Cool, thank you, I must of missed that, sorry for the inconvenience!
 

jvcscasio

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That shouldn't be possible for both to return M.Def.

The values are coming from parameters from the actors.json.

When you take a look at the classes, you'll see that all of them starting with that values at level 1:

16 M.Atk (paramBase(5)), and 16 M.Def (paramBase(6))

Yeah, that was a miss on my end. Agi has the ID 6
Yes, it does return the base agility, but like i said, the base value won't take into consideration armor, debuffs etc, which takes me back to square one  ;_;

I'm almost giving up, it's really hard figuring these things out...

Thanks for your help tho :)
 

Tuomo L

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I have a question: is there any way to retain learnt skills when switching between classes? I want to teach a character a skill during one point of the game but if they change the class, they'd forget the skill and never get it back.
 

Riff

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I have a question: is there any way to retain learnt skills when switching between classes? I want to teach a character a skill during one point of the game but if they change the class, they'd forget the skill and never get it back.
I believe learnt skills are retained between classes. You have to make sure your new class has access to the skill type of the learnt skills.
 

Yanfly

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Skills shouldn't be forgotten when changing classes unless you have a plugin made by someone else that causes that.

For the most part, classes utilize a Skill Type system. If your class that you switched to doesn't have the matching Skill Type, that skill will not appear within the list of usable skills.
 

Spitfire71

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Hi Yanfly,

I had a question about the Subclass plugin and how parameter calculations are made.

Is it possible to base the parameters on a weighted average of the two classes being used instead?  (I.E.  The parameters for an actor using a subclass are a weighted average of Main Class A at level B, and Subclass C at Level D, instead of having a fraction of the subclass's parameters being added to the parameters for the main class.)  I believe this was the default method when the subclass script was first introduced back around the YERD days - and I much preferred it, as, when used correctly, it can present an interesting choice for a player (higher parameters vs. more diverse skill pool).  

I managed to trip over a way to alter the script in later iterations of the Engine on VX/Ace, but I'm not sure how to duplicate the effect in JS or even if it's possible.  Assuming you're not planning on adding this particular functionality yourself, do you think you could direct me?
 

estriole

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can you add some plugin command to move gab window 'one time only'. please...

so we can reposition the gab window more dynamically...

if we call that plugin command... the next gab window will have that position. (one time only... so after the next gab window... it will return to normal position).

thank you :D .
since you missed my post... i post it as a quote again... hoping that you notice this... pretty please... :D
 
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Ghost of Christmas Kloe

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I think it would be awesome if the floating tag worked for actors too, so we could have permanently floating actors!

For example mages and flying creatures who are actors!

Also a tip I wanna share is if you are using Yanfly Animated Enemies, and have the SV_Actor slime sprite, add:

<Floating>

<Sideview Show Shadow>

<Sideview Battler: X>
*X is whatever you called your Slime sprite
And it makes a flying slime, which looks pretty cool, as seen here 

Untitled.png
 
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Yanfly

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Hi Yanfly,

I had a question about the Subclass plugin and how parameter calculations are made.

Is it possible to base the parameters on a weighted average of the two classes being used instead?  (I.E.  The parameters for an actor using a subclass are a weighted average of Main Class A at level B, and Subclass C at Level D, instead of having a fraction of the subclass's parameters being added to the parameters for the main class.)  I believe this was the default method when the subclass script was first introduced back around the YERD days - and I much preferred it, as, when used correctly, it can present an interesting choice for a player (higher parameters vs. more diverse skill pool).  

I managed to trip over a way to alter the script in later iterations of the Engine on VX/Ace, but I'm not sure how to duplicate the effect in JS or even if it's possible.  Assuming you're not planning on adding this particular functionality yourself, do you think you could direct me?
Really? I don't recall setting it as the average. Though, I may include this into an extension plugin in the future since it conflicts with the settings found in the Subclass plugin currently.

since you missed my post... i post it as a quote again... hoping that you notice this... pretty please... :D
What do you mean by one time only?

I think it would be awesome if the floating tag worked for actors too, so we could have permanently floating actors!

For example mages and flying creatures who are actors!

Also a tip I wanna share is if you are using Yanfly Animated Enemies, and have the SV_Actor slime sprite, add:

<Floating>

<Sideview Show Shadow>

<Sideview Battler: X>

*X is whatever you called your Slime sprite
And it makes a flying slime, which looks pretty cool, as seen here 

Untitled.png
Haha, I'm thinking about making a subset of plugin extensions that add visual effects to sideview actors in the future.
 

Pumamori

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What do you mean by one time only?
Good day~

I think Estriole means, that the new position you assign to the Gab Window does only apply for the one message immediately following the command. So if we had four messages, and put the command for, (e.g.) positioning it to the upper right after the second message, only the third one would be affected.

Also, one my messages was lost in the endless abyss of messages - (or I overread your response, terribly sorry if I did!) but for the extra enemy drops plugin - is there a way to have an enemy drop, let's say, one out of three weapons that all have a 100% chance? I remember modern_algebra having something like that for VX Ace, it'd be sweet to see it possible in MV too! :)

Have a wonderful day~
 

estriole

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Good day~

I think Estriole means, that the new position you assign to the Gab Window does only apply for the one message immediately following the command. So if we had four messages, and put the command for, (e.g.) positioning it to the upper right after the second message, only the third one would be affected.
Yes it's like that...

Calling the plugin command will set the next gab window position... but if there's another gab after that it reset to normal position. So the plugin command is one time only position change for gab window.
 

Ghost of Christmas Kloe

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Yes it's like that...

Calling the plugin command will set the next gab window position... but if there's another gab after that it reset to normal position. So the plugin command is one time only position change for gab window.
I think it would work best if it worked like Gabswitch or the face commands work, as in it sets it for that specific Gab!
 

Aurawhisperer

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Yanfly, I have a question about your engine.

I plan to create a quest log for my game, so that it can keep track and record into a journal entry for the players progress. It'll keep track on main quest and side quest, the complete and incomplete, and rewards it introduces. Will I need to use your engine to write all that in if I use the core engine or do I use the default engine?

Unless you plan to make something similar to what I mention, I'll seize the project. :p
 

Ghost of Christmas Kloe

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Yanfly, I have a question about your engine.

I plan to create a quest log for my game, so that it can keep track and record into a journal entry for the players progress. It'll keep track on main quest and side quest, the complete and incomplete, and rewards it introduces. Will I need to use your engine to write all that in if I use the core engine or do I use the default engine?

Unless you plan to make something similar to what I mention, I'll seize the project. :p
Just use this.
 
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