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Started by Aesica 26 posts Page 2 of 2 View original ↗
  1. You could probably pair it with Yanfly's target core (and selection control) to select only male or female targets, which I'm guessing you're using. As for assigning multiple sexes to a target, no I didn't make with that in mind, but you could always use note tags (such as <Futanari>) to assign that as a trait to targets meant to be selectable by both "targets female" type abilities as well as "targets futanari" type abilities. But you'd have to check for the <Futanari> tag differently using the getTag function about half of my plugins include (I'm pretty sure Race Core is one of them) and you can do it like this:

    someBattler.getTag("Futanari")

    someBattler can be any reference to a battler, such as a.getTag("abc") in a formula box, or target.getTag("abc") in many of yanfly's note tags, or even a direct reference like $gameTroop.members()[0].getTag("abc")

    Hopefully that made sense.
  2. Aesica said:
    You could probably pair it with Yanfly's target core (and selection control) to select only male or female targets, which I'm guessing you're using. As for assigning multiple sexes to a target, no I didn't make with that in mind, but you could always use note tags (such as <Futanari>) to assign that as a trait to targets meant to be selectable by both "targets female" type abilities as well as "targets futanari" type abilities. But you'd have to check for the <Futanari> tag differently using the getTag function about half of my plugins include (I'm pretty sure Race Core is one of them) and you can do it like this:

    someBattler.getTag("Futanari")

    someBattler can be any reference to a battler, such as a.getTag("abc") in a formula box, or target.getTag("abc") in many of yanfly's note tags, or even a direct reference like $gameTroop.members()[0].getTag("abc")

    Hopefully that made sense.
    okay from what I can understand that's not what I was asking my question can you put multiple custom selection codes in the notetags of skills for example can I do this and will this make that
    enemy targeted by this skill only on futanari or female enemies I used 3 as my futanari sex type in the plugin paramenters I only made my enemy have only one sex type futanari in the second image?
  3. Oh you want the effect to target a female or futa? Yeah you'd just do something like this:

    Code:
    <Custom Select Condition>
      condition = target.sex === "Female" || target.sex === "Futa";
    </Custom Select Condition>
  4. Hello, thank you for creating such a wonderful plugin!
    (Please excuse my poor English, as I am not very fluent.)

    [My environment] RPGMakerMV - v1.6.3
    [Plugin used] AES_Race core v2.0

    [Current situation]

    I am currently considering assigning “attributes” in addition to “races” using this plugin.

    The plugin's help section states, “- To assign more than one race to an actor/enemy, separate with commas (ex: <Race: Undead, Plant>.”

    Following this, I set the Note Tags on the actor side to “<Race:1,3>, <Attack vs 2:2>” and on the enemy side to “<Race:2,4>, <Attack vs 1:0.5>,” and tested it with a constant damage skill, but it did not work properly.

    This occurs not only in the main project I am working on but also in the initial project.

    Since I cannot determine whether this is an issue on my end, I would appreciate it if you could verify this for me.
    I apologize for the inconvenience, but please assist me in this matter.
    I support your efforts, so please keep up the good work!
  5. I'm surprised you found this plugin since I made it like 10,000 years ago. A few things, though:

    1. Does the skill dealing damage do so through the formula box, or the fixed/percentage value skill parameter often used by healing potions, etc?
    2. I can't remember if I ever actually got the ID-based assignment correct or not. It's been sooo long. Have you tried using the race names instead?
  6. Aesica said:
    I'm surprised you found this plugin since I made it like 10,000 years ago. A few things, though:

    1. Does the skill dealing damage do so through the formula box, or the fixed/percentage value skill parameter often used by healing potions, etc?
    2. I can't remember if I ever actually got the ID-based assignment correct or not. It's been sooo long. Have you tried using the race names instead?

    Thank you for your prompt reply. I was very happy to find this plugin, as it was exactly what I wanted to do!

    1. I set the calculation box to “50 constant damage” and “a.atk * 4 - b.def * 2” (both with dispersion set to 0).
    When setting a single race, it behaved correctly
    (in the former case, damage from the actor was 100, and damage from the enemy was 25),
    but when setting multiple races, both constant damages remained at 50.

    2. According to the patch notes (referenced here: https://forums.rpgmakerweb.com/inde...collection-updated-aes_commandcontrol.109451/), the latest version does not support race names and requires specification via base ID.
    When I tried setting it using the race name, the damage remained at 50 even with a single race.
    “<Race:1>” works properly here, so I suspect that the behavior becomes abnormal when multiple races are specified separated by commas.
    I'm not an expert, so I can't say for certain...

    If you have the time, I would appreciate it if you could consider addressing this issue. I apologize for the inconvenience, but thank you in advance!