Unite - - Burned -

● ARCHIVED · READ-ONLY
Started by Aesica 26 posts Page 1 of 2 View original ↗
  1. Intro
    So in my current project, I wanted to make certain abilities, weapons, armor, etc react differently with different enemy race types. At first, I figured I'd just fake it and use elements, but I quickly began to realize that wasn't going to be good enough. So I spent a few hours making something that would give me the extra complexity I wanted. This thing was the result.

    While relatively simple compared to a lot of what I see here, I figured it's probably useful enough that it warrants sharing anyway, so here!

    What is it?
    Tentatively called "Race Core," it's a plugin that allows you to assign races to actors and enemies, as well as modifiers that interact with these races on pretty much anything relevant to combat: actors, enemies, classes, items, skills, weapons, armor, and states.

    What can I do with it?
    Just some examples of what you can make with it:
    • Dark Knight Cecil's dark swords, which deal negligible damage to undead when using physical attacks.
    • Dragon Quest 3/4's Dragon Killer sword, which deals extra physical damage to dragons.
    • A partywide buff skill that increases all damage dealt to, and reduces all damage received by enemy demons.
    • A Rod that enables the user's magical attacks to deal additional damage to constructs.
    • A shield that reduces physical (or magical, or both) damage from undead.
    • A Exorcist class that deals extra damage to demons and undead with all attacks.
    • An EMP Grenade that deals heavy damage to mechanical enemies, but minimal damage to everyone else.
    • With Yanfly's auto passive states, you can create passive skills which, when learned, increase an actor's physical (or magical, or both) damage against, say, Mechanical enemies.
    • Enemies that deal extra damage to Humans, making any nonhuman party members a good strategic choice against those enemy types. (although you really will need to clue your players in on this somehow)
    • Bows/Thrown weapons that deal extra damage to flying enemies
    • ...and so on!
    Since it does its thing completely independent of elements, you can have both a fire elemental axe and a holy elemental sword that both deal extra damage to undead without using any multi-element plugins or other such shenanigans.

    If you use libra/scan abilities or a bestiary of sorts in your game, there's function calls available to assist in fetching the enemy's assigned race. Or races in case you want to assign more than 1 to a given enemy. Unleash the Undead Plants!

    All the important how-tos are in the plugin help/description.

    When will it be released?
    Just as soon as I'm certain it won't explode in a horrible mess. Probably.

    Where can I get it?
    https://github.com/Aesica/RMMV/blob/master/AES_RaceCore.js

    Conclusion
    Feel free to try it out if it appeals to you, although I haven't tested it as extensively as I'd like to so there's probably bugs. If you decide to try it out and find any, feel free to report them. So yeah, enjoy and stuff. Maybe!
  2. Seems good. I will try it in my game.
  3. Updated to v1.3
    So yeah, added a little update to this (for the maybe 2 people who have tried it, rofl) which adds a user-definable list of races to the plugin parameters. So instead of tags looking like this:

    <Race: Humanoid>
    <Attack vs Humanoid: 1.5>
    <Defense vs Humanoid: 0.75>

    They can be added like this:

    <Race: 1>
    <Attack vs 1: 1.5>
    <Defense vs 1: 0.75>

    If anyone tries it and something ends up exploding, let me know please. :)
  4. Just plugged it into my project and it's already working great. Thanks for your hard work!
  5. No problem, hope it proves useful :D
  6. Update to v1.32
    Just a small update at this point where the case sensitivity requirement on note tags has been removed. I wanted to just use the in-house meta property, but now I'm starting to see why literally every other plugin creator writes their own note tag parsing functions.

    Now pretty much anything works:

    <Race: Humanoid>
    <race: 1>
    <RaCe: HuMaNoID>
    <attack vs humanoid: 2>
    <ATTACK VS HUMANoid: 2>
    <Defense vs 1: 0.5>

    ...etc. RIP meta, I just hope I didn't break anything in the process.
  7. Thanks for this. I am half heartedly working on a Character Generator with races and this is a great addition to that.
  8. I know this is an old, old thread, but the note tags described in the helpfile of this plugin do not seem to work properly.

    From the helpfile...

    Code:
    ===================
    Note Tag Examples
    ===================
    
    <Race: Aberration> - assigns the race, "Aberration," to an actor or enemy.
    This is pretty straightforward~
    
    <Physical Attack vs Aberration: 1.5> - 150% damage modifier against
    "Aberration" actors or enemies when using physical attacks.  If assigned to
    a skill or item, the bonus applies only when that skill or item is used.  If
    assigned to a weapon or armor, the bonus applies to every physical attack as
    long as the weapon or armor is equipped.  If assigned to a state, the bonus
    only applies if the attacking actor/enemy is affected by that state.  If
    assigned to a class, any actor of that class gains the bonus.  If assigned
    to an actor or enemy, the bonus is always enabled for that actor/enemy.

    Code:
    <Physical Attack vs Aberration: 1.25>

    The above note tag does not work when the enemy is also carrying the note tag to make it an Aberration type.

    However, using the integer value does work, instead.

    Code:
    <Physical Attack vs 1: 1.25>
    Code:
    <Race: 1>

    You might want to update the help in the plugin to only show note tags with numbers, as the only mention of using integer values that I could find was in this thread itself, and nowhere in the helpfile of the plugin.

    Tested this in a brand new project with only this plugin added.


    EDIT: Would anyone know of a way to make the additional damage tags increase damage additively, rather than multiplicatively? Such as two different pieces of gear that increase damage +25% rather than * 1.25? Damage starts getting bloated really quickly with as few as two pieces of gear that increase racial damage.
  9. Oops, I removed the text-based variants awhile ago for a number of reasons and I guess I forgot to update the help examples. Thanks for the heads up, I...need to get better at updating help text.

    As for additive vs multiplicative, currently there's no way to do that without overriding the code, but that's actually a pretty good idea for a future version of this plugin which will happen at some point since I want to move it and others over to MZ.
  10. Aesica said:
    Oops, I removed the text-based variants awhile ago for a number of reasons and I guess I forgot to update the help examples. Thanks for the heads up, I...need to get better at updating help text.

    As for additive vs multiplicative, currently there's no way to do that without overriding the code, but that's actually a pretty good idea for a future version of this plugin which will happen at some point since I want to move it and others over to MZ.
    I haven't read much about MZ yet, would the plugin update still work in MV?
  11. WCouillard said:
    I haven't read much about MZ yet, would the plugin update still work in MV?
    Well I'd do both at the same time, as I've been doing with my other plugins. This particular plugin though will probably work in MZ as is right out of the box since the actual damage flow is pretty much the same across both.
  12. Looking forward to that update, then. :D
  13. is there a way to make it so enemys can only use their skills on certain races
  14. Not without more advanced stuff using other plugins to assist. For example, using Yanfly's selection control plugin, you can set it up so that it only selects targets of a certain race like so:

    Code:
    <Custom Select Condition>
      if (target.isRace(7)) condition = true;
      else condition = false;
    </Custom Select Condition>

    This is copypasta from a skill in my current game that is only used on undead.
  15. Okay I see I noticed your plugin has a gender list is there a way to make the enemies only use their skills on different genders? Ps. It’s for a adult only game btw
  16. Yeah, basically just do the same thing for races, but like this:

    Code:
    <Custom Select Condition>
      if (target.sex === "Female") condition = true;
      else condition = false;
    </Custom Select Condition>

    For say, a tentacle monster attack on unfortunate female party members. To assign a gender to a character, use the following note tag: <Sex: 1>, <Sex: 2> etc.

    Note that "Female", "Male", etc are case sensitive and must match whatever you have set in the plugin parameters. It's not as refined as the race portion because I never really meant for it to be used past custom status screens or enemy scan effects, but it should still work fine.
  17. well this work too?
    <Custom Select Condition>
    if (target.isSex(1)) condition = true;
    else condition = false;
    </Custom Select Condition>
  18. Nope, I never added an isSex function. Gotta do the string comparison.
  19. Okay thanks for the help
  20. question for my adult only game i'm makeing, I'm using your plugin but I was wondering
    make the condition have multiple sexs like for example I have futanari enemies which are also female
    is there a way to make it so a skill targets only a enemy that is female or futanari? if not that's okay I can just make them with the female tag.