Status
Not open for further replies.

Roguedeus

It's never too late to procrastinate...
Veteran
Joined
Mar 19, 2013
Messages
543
Reaction score
111
First Language
English
Primarily Uses
N/A
RowFormation:


There seems to be an issue with the Lunatic Mode - Conditional Row Modification Note Tags...


I have not checked both of them, but this does nothing.

Code:
<Custom Target Row>
row -= 1;
</Custom Target Row>


I am attempting to use the note tag to give skills a chance of pushing the target. When that didn't work, I removed the chance condition. Still no dice. ;_;


<Push Back Target Row: x> Works.
 

Pegasus

Veteran
Veteran
Joined
Jul 17, 2012
Messages
54
Reaction score
12
First Language
English
Primarily Uses
Yanfly, will there be a plugin for multiple parties like in the last dungeon/part of Final Fantasy 6?


An example will be, say we have 30 heroes in our party and we can create different groups with each one consisting of a Leader and 3 or more party members accompanying him. With different groups comes different inventories per party. This will allow the player to send each group to various parts of the world to complete different missions in different locations...Is this plugin planned?
 

Yanfly

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


For that, you'll have to ask in the JavaScript support forum. This thread's only for support for my plugins. 

RowFormation:


There seems to be an issue with the Lunatic Mode - Conditional Row Modification Note Tags...


I have not checked both of them, but this does nothing.

Code:
<Custom Target Row>
row -= 1;
</Custom Target Row>


I am attempting to use the note tag to give skills a chance of pushing the target. When that didn't work, I removed the chance condition. Still no dice. ;_;


<Push Back Target Row: x> Works.


Looks like it was an error on my part. I'll get that fixed by tonight.

Yanfly, will there be a plugin for multiple parties like in the last dungeon/part of Final Fantasy 6?


An example will be, say we have 30 heroes in our party and we can create different groups with each one consisting of a Leader and 3 or more party members accompanying him. With different groups comes different inventories per party. This will allow the player to send each group to various parts of the world to complete different missions in different locations...Is this plugin planned?


Maybe. I currently have a schedule of plugins to make though so I'm not going to be making that plugin any time soon. If anything, I would suggest visiting the Request Forum if you absolutely need it. :)
 

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
Weapon Animation










Ever wanted to give your swords different images despite being the same sword type? Or how about your axes? Or any weapon? Now you can! On top of that, you can even use custom images to accomplish this.


Plugin and Instructions: http://yanfly.moe/2016/01/28/yep-63-weapon-animation/ 


The Beam Swords used on the preview of the video is also provided inside that link.
 

Ghost of Christmas Kloe

The Icecream Princess
Veteran
Joined
Nov 15, 2015
Messages
1,548
Reaction score
957
First Language
English
Primarily Uses
RMMZ
Weapon Animation
I have an issue with it, where the note-tag for the number of the weapon on the sheet ( I use <Weapon Image: 9> )


doesn't work because it thinks its a file name and gives the error: Failed to load: img/weapons/9.png


I dont think it's a user error though since everything else works but that and I copied the note-tag off the plugin description and only changed x !
 

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
I have an issue with it, where the note-tag for the number of the weapon on the sheet ( I use <Weapon Image: 9> )


doesn't work because it thinks its a file name and gives the error: Failed to load: img/weapons/9.png


I dont think it's a user error though since everything else works but that and I copied the note-tag off the plugin description and only changed x !


Woops, that was my bad. I uploaded an older version of the plugin. Try downloading it again and see if it works. :)
 

Ghost of Christmas Kloe

The Icecream Princess
Veteran
Joined
Nov 15, 2015
Messages
1,548
Reaction score
957
First Language
English
Primarily Uses
RMMZ
Woops, that was my bad. I uploaded an older version of the plugin. Try downloading it again and see if it works. :)
I updated it, opened the plugin manager, opened the parameters, closed it, saved, closed the program, opened it, used the troop test, but the error still occurs...


I updated via the website the first time, I updated it again via dropbox and now it works! Thanks Yanfly!
 
Last edited by a moderator:

Darkstar

Veteran
Veteran
Joined
Mar 22, 2012
Messages
13
Reaction score
3
First Language
English
Primarily Uses
Hey Yanfly, for the Beam Swords, who created them? Rather, who should I give credit to? I don't see it listed on your site anywhere. Just curious, that's all.
 

NeoPGX

~ King of Cuteness ~
Veteran
Joined
May 15, 2014
Messages
847
Reaction score
175
First Language
English (US)
Primarily Uses
N/A
Hey Yanfly, for the Beam Swords, who created them? Rather, who should I give credit to? I don't see it listed on your site anywhere. Just curious, that's all.

I would imagine Yanfly themself created 'em.
 

bsides

Veteran
Veteran
Joined
Feb 17, 2013
Messages
40
Reaction score
11
First Language
Portuguese
Primarily Uses
Hey @Yanfly sorry for calling your attention again, but I imagine that keeping up with the pace in these forums must be really hard. I posted a reply about CTB Speed and I think you missed it: 




Thanks again for the attention :3
 

HalcyonDaze

Smoke and Mirrors
Veteran
Joined
Feb 6, 2013
Messages
346
Reaction score
226
First Language
English
Primarily Uses
RMMZ
Excellent work, Yanfly! The plug-in catalog for MV is already incredible and it's only been what, three months or so? By next fall, MV will come with almost everything you would ever need, right out of the box at this rate. This was a feature that I was highly disappointed wasn't built-into the engine, so your weapon animation script is a godsend! Thank you for all of your hard work and dedication to this community and RPG Maker MV!
 

BloodletterQ

Chaotic Neutral Assassin
Veteran
Joined
Aug 15, 2012
Messages
1,535
Reaction score
1,178
First Language
English
Primarily Uses
N/A
As much as we appreciate your support, you need a break too. We don't want to overwork you but you need to recover every once in a while. We're not worthy of your awesome.
 
Last edited by a moderator:

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
Hey Yanfly, for the Beam Swords, who created them? Rather, who should I give credit to? I don't see it listed on your site anywhere. Just curious, that's all.


You may have thought it was someone else who have created it.





But it was I, Yanfly!

Hey @Yanfly sorry for calling your attention again, but I imagine that keeping up with the pace in these forums must be really hard. I posted a reply about CTB Speed and I think you missed it: 





Thanks again for the attention :3


I read it now. There's really nothing else to explain. The system's been working as intended and my response would be the same as the response I've given you before. :/ But in all honesty, if you don't understand the mechanics of a CTB or tick-based battle system, I don't really recommend that you use the plugin and better to use a plugin you're more familiar with.

Excellent work, Yanfly! The plug-in catalog for MV is already incredible and it's only been what, three months or so? By next fall, MV will come with almost everything you would ever need, right out of the box at this rate. This was a feature that I was highly disappointed wasn't built-into the engine, so your weapon animation script is a godsend! Thank you for all of your hard work and dedication to this community and RPG Maker MV!


Yeah, it's been roughly 3 months and 5 days. :)


I'll be doing my best to have making RPG's as streamlined as possible~
 

bsides

Veteran
Veteran
Joined
Feb 17, 2013
Messages
40
Reaction score
11
First Language
Portuguese
Primarily Uses
I read it now. There's really nothing else to explain. The system's been working as intended and my response would be the same as the response I've given you before. :/ But in all honesty, if you don't understand the mechanics of a CTB or tick-based battle system, I don't really recommend that you use the plugin and better to use a plugin you're more familiar with.


It's just weird that a spell with different cast speed activate at the same time as another with 0 - even if that mean they are going to push the player in the queue after the cast. Maybe I just don't see what is the real deal. I looked upon BattleCore and CTB sources and saw little about speed there so I don't think I see the way you intended it to be so it's better to just accept it.


Thanks for looking at it anyway :)  Waiting for more awesome!!!
 

HeroicJay

Veteran
Veteran
Joined
Jun 23, 2014
Messages
322
Reaction score
177
First Language
English
Primarily Uses
RMMV
I'm having issues with the AI Core. (EDIT: Never mind, solved it.) I have a monster who is designed to cast Lightning3 (that's not the name of the spell, but that gets the point across) on my Water-element character and Shadow3 on my Light-element character. I did it like this:

Code:
<AI Level: 75>
<AI Priority>
Element Lightning weakness: Lightning3
Element Shadow weakness: Shadow3
</AI Priority>


The Water-element character is weak to Lightning, and the Light-element character to Shadow, of course. However, the Water-element character is NOT weak to Shadow, nor the Light-element character to Lightning.


Monster doesn't care. He casts both spells - something he's not set up to do through the Action Patterns window (the only thing there is "Attack") or any other way at all (the entire AI pattern is given above) - on whoever he pleases. Heck, I had the Light-element character KO'd and he still cast Shadow3 on the Water-element character.


I suppose I could hardcode the exact actors he casts on, but that's still incorrect behavior, is it not? Or did I do something wrong?



EDIT: Oh, I get it. "Element testing". I hadn't even realized that it was even a thing.
 
Last edited by a moderator:
Joined
Oct 26, 2015
Messages
541
Reaction score
1,062
First Language
English
Primarily Uses
I read it now. There's really nothing else to explain. The system's been working as intended and my response would be the same as the response I've given you before. :/ But in all honesty, if you don't understand the mechanics of a CTB or tick-based battle system, I don't really recommend that you use the plugin and better to use a plugin you're more familiar with.
May I make a suggestion for the CTB turn display?


I've noticed there's an issue with people not understanding how your CTB works compared to your ATB when they practically function the same way (both are tick based)... I had this issue myself but personally I think its more to do with visual clarity than the mechanics themselves.


In your ATB you can clearly see how speed/gauge-consumption is affecting the turn order, you can clearly see each gauge in comparison with each other, especially with your enemy gauge addon. This makes turn order and the effect of different 'speeds' clear both for the 'maker' and the 'player'.


The problem with your CTB is, it only shows the order and not how much 'time' is in-between each battler. This means as you've already explained earlier, even with a speed of -2000 you will still immediately act if the next battler actually has a more than 2000 ticks till their turn. While this is fine in function there's 0 visual cue, meaning that it's hard to understand what's happening.


With this in mind I would like to suggest having 'empty slots' which represent a large gap between battlers.


For example, for every 500 ticks between actions/battlers there could be a blank block. So visually that skill with -2000 speed will practically act immediately if there are 4 or more of these blocks between the user (2000+ ticks) and the next person to act, but will act later if there is only 2 blocks (1000-1499).


I don't know how difficult this would be to implement, but personally I believe it will make the effect of speed a lot clearer for both the 'maker' and 'player'.


To better explain what I mean, here's a screenshot from Mana Khemia, notice the 'gauge' at top with its 'blank spaces'. This way you can tell there's a much larger amount of 'time' between the red head and the blonde compared to the bear which is right behind blondy and closely followed by white head (after he finishes his action).


 

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
May I make a suggestion for the CTB turn display?


I've noticed there's an issue with people not understanding how your CTB works compared to your ATB when they practically function the same way (both are tick based)... I had this issue myself but personally I think its more to do with visual clarity than the mechanics themselves.


In your ATB you can clearly see how speed/gauge-consumption is affecting the turn order, you can clearly see each gauge in comparison with each other, especially with your enemy gauge addon. This makes turn order and the effect of different 'speeds' clear both for the 'maker' and the 'player'.


The problem with your CTB is, it only shows the order and not how much 'time' is in-between each battler. This means as you've already explained earlier, even with a speed of -2000 you will still immediately act if the next battler actually has a more than 2000 ticks till their turn. While this is fine in function there's 0 visual cue, meaning that it's hard to understand what's happening.


With this in mind I would like to suggest having 'empty slots' which represent a large gap between battlers.


For example, for every 500 ticks between actions/battlers there could be a blank block. So visually that skill with -2000 speed will practically act immediately if there are 4 or more of these blocks between the user (2000+ ticks) and the next person to act, but will act later if there is only 2 blocks (1000-1499).


I don't know how difficult this would be to implement, but personally I believe it will make the effect of speed a lot clearer for both the 'maker' and 'player'.


To better explain what I mean, here's a screenshot from Mana Khemia, notice the 'gauge' at top with its 'blank spaces'. This way you can tell there's a much larger amount of 'time' between the red head and the blonde compared to the bear which is right behind blondy and closely followed by white head (after he finishes his action).




Actually, one of the things about Mana Khemia is that it's not a traditional CTB. While it is a CTB, there is not AGI factor in it that makes an impact mid-game. The AGI is determined at the start of the game, order is made according to their native speeds, empty cards are then added pseudo-randomly (they made specific rules on where to sprinkle the cards), and then the order system rotates accordingly. This is more evident in the second game:





So unfortunately, it wouldn't really work without causing major changes to the base mechanic. In fact, Mana Khemia is probably more accurately described as Turn-Based CTB rather than Tick-Based CTB.
 
Joined
Oct 26, 2015
Messages
541
Reaction score
1,062
First Language
English
Primarily Uses
Actually, one of the things about Mana Khemia is that it's not a traditional CTB. While it is a CTB, there is not AGI factor in it that makes an impact mid-game. The AGI is determined at the start of the game, order is made according to their native speeds, empty cards are then added pseudo-randomly (they made specific rules on where to sprinkle the cards), and then the order system rotates accordingly. This is more evident in the second game:





So unfortunately, it wouldn't really work without causing major changes to the base mechanic. In fact, Mana Khemia is probably more accurately described as Turn-Based CTB rather than Tick-Based CTB.


Fair enough, actually forgot about the AGI factor.
 

killerfer

Veteran
Veteran
Joined
Nov 4, 2015
Messages
198
Reaction score
50
First Language
Portuguese
I read it now. There's really nothing else to explain. The system's been working as intended and my response would be the same as the response I've given you before. :/ But in all honesty, if you don't understand the mechanics of a CTB or tick-based battle system, I don't really recommend that you use the plugin and better to use a plugin you're more familiar with.


@Yanfly I think I understand what he means. He wants to do something like you do when you set a skill to 0 speed in ATB. The actor keeps charging the skill and when the bar is full he casts the skill. While he is charging, other battlers can perform actions if it is their turn. In CTB this doesn't seem to be possible. Even if you set the speed of a skill to -9999 (using the notetag) the actor always use it immediately, he never charges it. But the help file from the plugin says you can do this. Maybe this is a bug??


Quote from http://yanfly.moe/2015/12/05/yep-38-battle-system-charge-turn-battle/ 

The Charge Turn Battle system functions by calculating every battlers’ speed and balancing them relative to one another. When it’s a battler’s turn, the battler will either choose an action to perform immediately or charge it for later depending if the skill requires charging.
 

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
@Yanfly I think I understand what he means. He wants to do something like you do when you set a skill to 0 speed in ATB. The actor keeps charging the skill and when the bar is full he casts the skill. While he is charging, other battlers can perform actions if it is their turn. In CTB this doesn't seem to be possible. Even if you set the speed of a skill to -9999 (using the notetag) the actor always use it immediately, he never charges it. But the help file from the plugin says you can do this. Maybe this is a bug??


Quote from http://yanfly.moe/2015/12/05/yep-38-battle-system-charge-turn-battle/ 


-_-


This is not a bug and it most certainly is possible. I just demonstrated it here in this post and even explained it there why it wasn't working for him. I don't know what else to say nor explain since I provided a very concrete explanation as to why it wasn't updating for his case (ie his bats are too slow).
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 6)

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
1,018,470
Members
137,821
Latest member
Capterson
Top