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sallas09

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Hello. I'm having a bit of trouble with Action Sequences, particularly If-then-Else statements. (If this is in the wrong place, I apologize.)


What I'm trying to do is create a Skill, called Study Ally, that requires you to select one of your fellow party members, and then it gives the user a State that temporarily gives you a particular set of Skills, depending on the target's Class. For example: targeting the party Fighter will temporarily give you Power Attack, targeting the Rogue will give you Sneak Attack, the Wizard will give you Fireball, the Cleric will give you Cure Light Wounds, etc. Here is the Action Sequence I have written out so far:


<target action>


action animation: target


wait for animation


animation 36: user


if target.currentClass().id === 2


ADD STATE 16: user, (show)


else if target.currentClass().id === 3


ADD STATE 5: user, (show)


else if target.currentClass().id === 4


ADD STATE 10: user, (show)


else


ADD STATE 7: user, (show)


end


</target action>


Now, everything up to, and including, the first If statement works fine. It will check for the Class ID, regardless of which Class ID it is, and apply the correct state. The trouble is, if the target does not have the class ID that corresponds to the first If statement(which would then cause the sequence to check the Else-If statements), it will automatically act as if the first Else-If statement were true, regardless of which Class it actually is. So in the above example, choosing a target with Class 2 will give the correct result, but choosing a target with any other class will give a result as if it had Class 3, therefore applying State 5. I'm not sure if my notation is simply incorrect, or of there's something else at play.


For what it's worth, I am up to date with Battle Engine Core 1.28d, Sequence pack 1 1.10, Pack 2 1.07a, and Pack 3 1.02a. 
 

Yanfly

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Will it be possible to modify an actors Max TP using equipment?


Currently, it isn't unless you manually modify each formula to do so. I do intend to make more TP options for the future. :)

Hello. I'm having a bit of trouble with Action Sequences, particularly If-then-Else statements. (If this is in the wrong place, I apologize.)


What I'm trying to do is create a Skill, called Study Ally, that requires you to select one of your fellow party members, and then it gives the user a State that temporarily gives you a particular set of Skills, depending on the target's Class. For example: targeting the party Fighter will temporarily give you Power Attack, targeting the Rogue will give you Sneak Attack, the Wizard will give you Fireball, the Cleric will give you Cure Light Wounds, etc. Here is the Action Sequence I have written out so far:


<target action>


action animation: target


wait for animation


animation 36: user


if target.currentClass().id === 2


ADD STATE 16: user, (show)


else if target.currentClass().id === 3


ADD STATE 5: user, (show)


else if target.currentClass().id === 4


ADD STATE 10: user, (show)


else


ADD STATE 7: user, (show)


end


</target action>


Now, everything up to, and including, the first If statement works fine. It will check for the Class ID, regardless of which Class ID it is, and apply the correct state. The trouble is, if the target does not have the class ID that corresponds to the first If statement(which would then cause the sequence to check the Else-If statements), it will automatically act as if the first Else-If statement were true, regardless of which Class it actually is. So in the above example, choosing a target with Class 2 will give the correct result, but choosing a target with any other class will give a result as if it had Class 3, therefore applying State 5. I'm not sure if my notation is simply incorrect, or of there's something else at play.


For what it's worth, I am up to date with Battle Engine Core 1.28d, Sequence pack 1 1.10, Pack 2 1.07a, and Pack 3 1.02a. 


Strange. I'll have to check this out later.



Oh, so now we can have 2 bonus plugins per month! Yay! :D


Yes! That's right~ :)
 

Yanfly

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Is there a way with the Message Core to temporarily override a message window's height? For example. if you wanted to make a book, (I THINK!) with your older system for VXAce you could change the window height temporarily and turn on a code so that if it was more lines than would fit, it would scroll and you could get little up and down arrows on the text box to scroll both ways. I can't seem to find a way to do this with the new system. I know I could set the height back and forth manually, but I was wondering if there was or could be a temporary way to do this?


Strange, I don't recall ever making something like that for VX Ace.
 

TheGamedawg

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I'm so glad you brought the slippery tiles back.  Of all the "traditional" RPG puzzles, sliding ice puzzles have always been my favorite.
 
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Yanfly

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A very special thank you to all my supporters in helping me reach the newest ******* milestone! It really means a lot! <3


The newest plugin polls are up! Go vote~


http://strawpoll.me/6629082/
 
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BloodletterQ

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Hot damn you lucky bunny! Lots of great things planned makes me ever eager and unable to curb my enthusiasm. I have some ideas:


-Maybe a different animation for crits since the cutins seem popular so far. Possibly a gab window for those? I guess that this is what the Unleash is for.


-Ammo that can be equipped. Makes sense only if there's multiple rangers or weapon durability can be used for this too.


-Codex with different folders (people, places)


Looking forward to the message plugin coming up and again congrats on your achievements.
 
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NeoPGX

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Hot damn you lucky bunny! Lots of great things planned makes me ever eager and unable to curb my enthusiasm. I have some ideas:


-Maybe a different animation for crits since the cutins seem popular so far. Possibly a gab window for those? I guess that this is what the Unleash is for.


-Ammo that can be equipped. Makes sense only if there's multiple rangers or weapon durability can be used for this too.


Looking forward to the message plugin coming up and again congrats on your achievements.

Are you sure that fuzzball thing resembling Yanfly is a rabbit?

 

A very special thank you to all my supporters in helping me reach the newest ******* milestone! It really means a lot! <3


The newest plugin polls are up! Go vote~


http://strawpoll.me/6629082/

Music Player Plugin~! Oh how love it when they add sound test to games so you can listen to your favorite game music~

I remember back when I would have Sonic Adventure on for hours just listening to the music. Now I will get to have such a feature for my game~! <3

The enemy levels sound cool too and would be especially useful for end game content.  Battle Face Reactions? That would just make the battle scene a lot more lively! 
 
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Yanfly

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Hello. I'm having a bit of trouble with Action Sequences, particularly If-then-Else statements. (If this is in the wrong place, I apologize.)


What I'm trying to do is create a Skill, called Study Ally, that requires you to select one of your fellow party members, and then it gives the user a State that temporarily gives you a particular set of Skills, depending on the target's Class. For example: targeting the party Fighter will temporarily give you Power Attack, targeting the Rogue will give you Sneak Attack, the Wizard will give you Fireball, the Cleric will give you Cure Light Wounds, etc. Here is the Action Sequence I have written out so far:


<target action>


action animation: target


wait for animation


animation 36: user


if target.currentClass().id === 2


ADD STATE 16: user, (show)


else if target.currentClass().id === 3


ADD STATE 5: user, (show)


else if target.currentClass().id === 4


ADD STATE 10: user, (show)


else


ADD STATE 7: user, (show)


end


</target action>


Now, everything up to, and including, the first If statement works fine. It will check for the Class ID, regardless of which Class ID it is, and apply the correct state. The trouble is, if the target does not have the class ID that corresponds to the first If statement(which would then cause the sequence to check the Else-If statements), it will automatically act as if the first Else-If statement were true, regardless of which Class it actually is. So in the above example, choosing a target with Class 2 will give the correct result, but choosing a target with any other class will give a result as if it had Class 3, therefore applying State 5. I'm not sure if my notation is simply incorrect, or of there's something else at play.


For what it's worth, I am up to date with Battle Engine Core 1.28d, Sequence pack 1 1.10, Pack 2 1.07a, and Pack 3 1.02a. 


Alright, this issue should be taken care of in the newest Battle Engine Core update. :)  Can you try it and let me know if it's working well for you?
 

Tuomo L

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Small not really issue but can cause confusion, the last BattleEngineCore version description is not updated to 1.29.  The plugindescp from the script is still


@plugindesc v1.28d




EDIT: It's not just BattleEngineCore but rather all three updated plugins.
 
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Dark Paladin

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I'm not sure if this has been asked yet but is there any patch or any way to get moghunter's scripts to work correctly with these?


It works for the most part just creates a lot of graphical errors with yanfly battle engine and some of the battle scripts from mog
 
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Yanfly

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Small not really issue but can cause confusion, the last BattleEngineCore version description is not updated to 1.29.  The plugindescp from the script is still



@plugindesc v1.28d




EDIT: It's not just BattleEngineCore but rather all three updated plugins.


Huh, that's weird. I just checked and they were fine. Maybe clear your brower's cache?

I'm not sure if this has been asked yet but is there any patch or any way to get moghunter's scripts to work correctly with these?


It works for the most part just creates a lot of graphical errors with yanfly battle engine and some of the battle scripts from mog


I'm currently not working on compatibility patches for anything outside of the Yanfly Engine Plugins library due to my lack of time. Posted here from the first page:

NOTE: I'll only provide support for my own plugins. 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 or the source code will not be supported by me either.


For the most part, my plugins' functions utilize all the standard functions found within RPG Maker MV to keep compatibility as broad as possible. If Mog uses functions that do not exist in RPG Maker MV, they're not going to work and you'll have to seek help from him to do it.
 

sallas09

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Alright, this issue should be taken care of in the newest Battle Engine Core update. :)  Can you try it and let me know if it's working well for you?
It worked! Thank you very much!
 

Yanfly

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Ugh, I hate this forum's features. I can't get rid of some of the stuff in this reply box sometimes. -_-


Newest Tips and Tricks! Magic Guard!










Magic Guard is a status effect that reduces incoming damage by displacing 85% of it through MP. If MP reaches 0, then the Magic Guard effect will wear off.


You can grab the copy and paste code here:
Yanfly.moe: http://yanfly.moe/2016/01/27/tips-tricks-magic-guard/
 

bsides

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Hi @Yanfly I posted a question about CTB speed recently 





The thing is, I don't think it's working as intended. See, I have some spells that I don't want to be cast in the turn of the player. I want to select the spell and then cast it after some turns/time. I tested CTB purely (with only the required plugins) in a new project and found out that sometimes it works, sometimes it doesnt - meaning: I set its speed to -2000 and sometimes it cast in the moment I select it, sometimes it cast after... Could you please explain me how could that be achieved? Of course, if I missed something and it's working as intended (even sometimes doing it and sometimes not) please let me know. And thanks for all the amazing job with the plugins and for your time :)  


Other than that, I also would like to know more about the ticks in CTB. This forum search led me to some places but I dont think I had a match =/
 
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Yanfly

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It is working as intended. You would need to use negative speed. The default editor limits you to -2000 speed minimum. Go to past that, use <Speed: -x> and replace x with a number.
 

bsides

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It is working as intended. You would need to use negative speed. The default editor limits you to -2000 speed minimum. Go to past that, use <Speed: -x> and replace x with a number.
I did, I tried with <Speed: -5000> and now I'm testing with -20k and even -200k. Same thing happens =/ Both targets and player have 50 agi. Is that too low? I couldnt figure out why it's behaving like this.
 

Yanfly

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I don't think you understand the significance of the speed factor.


Assuming you're using the default settings, the max tick for the entire battle is 7000.


Harold is at 50 AGI like you said, which means it takes 140 ticks for him to reach 7000 ticks to get his turn.


In 140 ticks, the bats at 30 AGI reach 4200 ticks.


This means, that if you pick a skill at 7000 with a -2000 speed, Harold would be at 5000 which is still above 4200 meaning even if the skill is slower by that much, Harold will still come out ahead.


Here is the concept with battlers with closer AGI values:





Harold's turn is up. He's at 7000 speed. He selects a skill with -2000 speed. He gets pushed to the end of the line.


It's working for me and working as intended.
 

bsides

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I don't think you understand the significance of the speed factor.
I probably don't :(


I think I understand what you said in theory, but I'm trying to put it in practice, and then it doesn't make much sense.


My test: I just did again, all things updated, everything default except their agi, which is 50, both Harold and Bats, and the Fire spell had speed changes. 


Harold and the bats has 50 agi. In the start of the fight, Harold has the upper hand but I believe everyone have the same 7000 speed, right? Ok. So, Fire is set to have <Speed: -7000>. If I select it (not cast, just select) CTB icons show Harold going to the end of the queue. If I select Heal, which has speed 0, it shows Harold in the same place, in the beginning of the line, just like Attack or any other 0 speed skill. That is absolutelly ok. BUT what happens is: when I activate Fire, he casts and then go to the end of the queue. I mean, shouldn't he go to the end of the queue and then cast? Isn't it backwards? If it's not, what is the difference with the other 0 speed skills? I mean, if I activate Heal, he casts and then go to the end of the queue, exactly the same as Fire. 


I tried it with Fire -2000, -70k, -1000 so on... the difference was none, he still casts it and then go to the end of the queue.
 

BloodletterQ

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I was able to move everything in the status menu to the left and I'm wondering if anybody knows how I can make a bust image appear in the right hand side of the screen. I tried copying the relevant code for the images from the biography but it doesn't work.
 
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