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Started by Aesica 191 posts Page 2 of 10 View original ↗
  1. gambitben said:
    Hey, @Aesica, I've been using your plugins quite extensively and they are amazing. They cover so much and add many more :rwink:

    That said, there is a function for your damage core I have in mind, which I have no idea how hard is to make, but would love to see it realized:

    I'm using your a.weaponAtk (best thing ever btw) and I was toying around with Yanlfy's Equip core, in order to give equipment different stats based on actor level and all that stuff. The thing is, a.weaponAtk doesn't get those stats, it just gets the base ones. Again, I don't know how difficult would be to take those into consideration or if it's even a thing you want to do, but I think it would be a great feature, as it'd open way more posibilities for all fo us :rhappy:

    http://yanfly.moe/2015/10/15/yep-10-equip-core/

    Hope you consider it and thank you for your 11/10 plugins.
    Thanks for the heads up on that little oversight. Yeah, at some point I do want it to work properly with that plugin since I use it as well, so proper compatibility with it should show up at some point.

    Jenova said:
    I've noticed that it MIGHT be this plugin, but i'm not sure, but when used with Yanfly's Weapon Unleash and using the <Replace Attack: x> notetag, it won't replace the attack, you automatically use #001 Skill.

    How do I know?

    I replaced Harolds attack with one that makes a red flash on the screen as an animation and it doesn't even do it at all. It just uses his regular animation and attack.

    Again, not sure if this is YOUR plugin doing it, you know, the Limit breaks, but I just wanted to let you know just in case it is. :)
    That one might be a bit tricky since I'm like 99.9% sure both plugins are replacing some of the same functions. If the <replace attack: x> note tag isn't working, I'm betting weapon unleash is below it on the list. If you moved aes_battlecore below it, you'd get the replace attack functionality back, but you'd most likely lose some parts of weapon unleash. I'm not sure if there's an elegant way around that particular issue, so it might be better for me to just add a simplified unleash system of my own at some point in the future.
  2. @Aesica great! That is excellet, I'll eagerly look forward to it :D and thank you :kaojoy:

    :XP1:
  3. Aesica said:
    That one might be a bit tricky since I'm like 99.9% sure both plugins are replacing some of the same functions. If the <replace attack: x> note tag isn't working, I'm betting weapon unleash is below it on the list. If you moved aes_battlecore below it, you'd get the replace attack functionality back, but you'd most likely lose some parts of weapon unleash. I'm not sure if there's an elegant way around that particular issue, so it might be better for me to just add a simplified unleash system of my own at some point in the future.

    Actually, no. Your core plugin is almost last on my list, if not actually last. But it's alright. It's not like is SUPER inconvenient. Just a small thing for my Mage/Spiritual Base Class to use Magic version of "Attack" instead of the default one. So no rush. :)
  4. AES_BattleCore and AES_CustomMP got a little update:

    Both:
    • Eval in certain note tags now displays an error and dumps the offending eval in the console log rather than crashing the game.
    • Added a note about using greater-than (>) in note tag eval, as it will close the note tag prematurely. Use less-than instead, although at some point, I'll probably allow them to process <Note Tag>stuff here</Note Tag> as well as the current format, as greater-than won't pose a problem that way.
    AES_BattleCore:
    • Added a basic unleash system that can be placed on actors, enemies, classes, equips, and states (lowest priority to highest priority): <Unleash Attack: 15, 0.3>, <Unleash Attack: 18, user.hp / user.mhp>, <Unleash Attack: 21, 0.1 // 22, 0.4> (Now that I've taken a closer look at Yanfly's unleash, I've...basically just reinvented the wheel in a slightly different way. Doh!
    • The weaponStat functions should now play properly with Yanfly's equip core custom parameters.
  5. Aesica said:
    AES_BattleCore and AES_CustomMP got a little update:

    Both:
    • Eval in certain note tags now displays an error and dumps the offending eval in the console log rather than crashing the game.
    • Added a note about using greater-than (>) in note tag eval, as it will close the note tag prematurely. Use less-than instead, although at some point, I'll probably allow them to process <Note Tag>stuff here</Note Tag> as well as the current format, as greater-than won't pose a problem that way.
    AES_BattleCore:
    • Added a basic unleash system that can be placed on actors, enemies, classes, equips, and states (lowest priority to highest priority): <Unleash Attack: 15, 0.3>, <Unleash Attack: 18, user.hp / user.mhp>, <Unleash Attack: 21, 0.1 // 22, 0.4> (Now that I've taken a closer look at Yanfly's unleash, I've...basically just reinvented the wheel in a slightly different way. Doh!
    • The weaponStat functions should now play properly with Yanfly's equip core custom parameters.

    So I actually found out what the issue was: the <Replace Attack: x> wasn't being initialized when I changed classes (it was in the class notebox). With each class having a passive state, I ended up pasting it in the states instead and now it works as intended.

    Thank you though!
  6. Jenova said:
    So I actually found out what the issue was: the <Replace Attack: x> wasn't being initialized when I changed classes (it was in the class notebox). With each class having a passive state, I ended up pasting it in the states instead and now it works as intended.

    Thank you though!
    Wait, so if a Warrior had it replaced to Smash and a Mage had it replaced to Magic Bolt, when you class changed your Warrior to Mage, it wasn't updating?
  7. Aesica said:
    Wait, so if a Warrior had it replaced to Smash and a Mage had it replaced to Magic Bolt, when you class changed your Warrior to Mage, it wasn't updating?

    Yes and no, that's if the notetag was in the class notebox. It would not even show up to begin with. I put it in the states notebox and it works as the states are being applied. I think that might have something to do with Yanfly's Class Change plugin but i dont want to assume...
  8. Actually that might be it, because it works fine on classes in my project. I'll have to play around with it and see because again, i want things to be as yanfly-compatible as possible.
  9. Aesica said:
    Actually that might be it, because it works fine on classes in my project. I'll have to play around with it and see because again, i want things to be as yanfly-compatible as possible.

    LOL. Good luck. Ive seen Yanfly break his own plugins with plugin extensions. Lol.

    I do love Yanfly though, he makes RPG MAKER so much more user friendly.
  10. Jenova said:
    LOL. Good luck. Ive seen Yanfly break his own plugins with plugin extensions. Lol.

    I do love Yanfly though, he makes RPG MAKER so much more user friendly.
    I should say that you've been a most excellent unintentional tester/bugfinder. Turns out it should've been compatible with yanfly's class change core plugin all along, but I was referencing the actor's default database class instead of their active class. Neither my test project nor my actual project have any class changing mechanics, so that's how it slipped by under my radar for so long.

    It should work just fine with class change core now.
  11. Aesica said:
    I should say that you've been a most excellent unintentional tester/bugfinder. Turns out it should've been compatible with yanfly's class change core plugin all along, but I was referencing the actor's default database class instead of their active class. Neither my test project nor my actual project have any class changing mechanics, so that's how it slipped by under my radar for so long.

    It should work just fine with class change core now.

    Hmmm. I probably should have tried that first. Using said Replace Attack on the base class first before using the passive. But no matter, it's what the passives are for anyway, to change up the game a bit.
  12. Another issue i've noticed: Limits are enabled, but unusable, even though there are no limit skills for that character/class.
  13. I probably wasn't clear in my description, but the way you give characters limit skills is you set each limit skill to the type, "Limit" (or whatever you decide to call it) and teach the intended skills to the character who's supposed to have them. For example:

    Harold learns the Limit skill, "Reckless Strikes"
    Marsha learns Limit skill, "Meteor"
    Both are of type "Limit"

    When the conditions are met and the Limit command appears for a given character, Harold will only have access to Reckless Strikes and Marsha will only have access to Meteor.
  14. Aesica said:
    I probably wasn't clear in my description, but the way you give characters limit skills is you set each limit skill to the type, "Limit" (or whatever you decide to call it) and teach the intended skills to the character who's supposed to have them. For example:

    Harold learns the Limit skill, "Reckless Strikes"
    Marsha learns Limit skill, "Meteor"
    Both are of type "Limit"

    When the conditions are met and the Limit command appears for a given character, Harold will only have access to Reckless Strikes and Marsha will only have access to Meteor.

    Right, I know about that. But they still have a Limit Command in Battle even if they don't have any limit skills taught. So it comes up as a blank menu when TP is at 100.
  15. Jenova said:
    Right, I know about that. But they still have a Limit Command in Battle even if they don't have any limit skills taught. So it comes up as a blank menu when TP is at 100.
    Ooh, I see what you're getting at now. Hmm I suppose a future patch should probably check for learned limit skills and suppress the command if the player doesn't yet have any. Thanks!
  16. And with that, the limit command should no longer show up for characters who don't have limit skills learned

    Also, you can now sort equip/state-added temporary skills in with baseline skills instead of having them forced to the bottom of the skill list--a simple addition I've been meaning to add for awhile.
  17. Aesica, please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.


    You can bump your thread with new updates, but that's only after 24 hours have passed.
  18. Heyho,

    those plugins are very useful! In special the Custom MP makes many things possible. However I got 1 Problem with another Plugin. I using your Custom MP for a Warrior with Rage type (do dmg and get dmg to generate Rage) however i also want to dual wield and the best free plugin I found was Dual Wield from Victor Engine. Literally i does not seem to work together :) i just wanted to ask, if you have a little help or suggestion, what i can do, because the default Dual Wielding is not what i am looking for...
    Solo both work perfectly.
    Link
    https://victorenginescripts.wordpress.com/rpg-maker-mv/dual-wield/comment-page-1/

    I am sorry, if this is might be not the right, to ask those questions.

    regards Afaryz
  19. Huh. That's weird. While I'm not familiar with Victor's plugins, a quick glance doesn't show any overlap. What happens when you try to run them together? Do you get an error message, or do things just not work correctly?
  20. Aesica said:
    Huh. That's weird. While I'm not familiar with Victor's plugins, a quick glance doesn't show any overlap. What happens when you try to run them together? Do you get an error message, or do things just not work correctly?
    Sorry i forgot to mention: the character runs to the target attacks. Runs back to home. Runs to the target and attack (i havent updated the attack animation for dual wield yet) however non of those attacks generate rage(mp). Dont think its the problem of another plugin because seperately it works very well. (Thank you again! :) )

    Its just the basic attack. Maybe i find a work around with your replace Attack.

    Is there a scriptcall for the replace Attack function? I want to use a conditional branch to ask if the weapon is equiped in the offhand :)

    Regards Afaryz