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Started by Aesica 191 posts Page 8 of 10 View original ↗
  1. Added a small update to AES_CommandControl that does the following:
    • Allows you to customize the command order. Most notably, including "limit" in the command order will cause the limit command (when active) to be created in that location rather than overwriting the attack command.
    • The item command can now be sealed just like the other commands using equipment, states, etc. It's as simple as including <Seal Item> in actors, classes, equips, or states.

    41728280 said:
    @Aesica Great, I need it very much, I will wait patiently, thank you
    Sorry I would've posted it sooner, but MZ happened. :)
  2. Aesica said:
    Sorry I would've posted it sooner, but MZ happened. :)
    Oh, Aesica, indeed, the release of MZ has brought new vitality to the forum. There are too many things that need to be busy for plugin creators.
    Thank you very much for your update. I tried it in an empty project. It seems that only the name of the skill type ===Limit, the command can be added instead of replaced.
    Moreover, it deleted all of my other commands, such as my magic, summoning, stealing, blending, etc. commands. I added them through the class options and did not take effect. Maybe it was all made through the note tag? I still need to read the help document carefully, my English is very poor, thank you again for your help!
  3. Post a screenshot of your plugin params? specifically the command order you have.
  4. @Aesica This is the plugin and parameters
    插件.png2.png

    This is the skill and type setting
    3.pngQQ截图20200824093820.pngQQ截图20200824093920.png

    This is the battle screen. There are no other instructions except reaching the threshold to show the limit.
    44.png
  5. Oh. OOH! HA!

    In the command order box, "skillset" should be "skills" but I guess I forgot to change that in the default settings. I'd better fix that, thanks for catching it. :D
  6. @Aesica Great, now the plugin works very well!:thumbsup-right:
    Only the skill type name must be ===Limit, otherwise the command is to replace instead of add.
    Is it a mandatory name you specify? Or am I not set up yet?
    My native language is not English, maybe others also need to customize their own name.
    Of course, this is a small problem, I hope you will update this parameter when you have time!
    Great help, thank you very, very much!:guffaw:
  7. 41728280 said:
    @Aesica Great, now the plugin works very well!:thumbsup-right:
    Only the skill type name must be ===Limit, otherwise the command is to replace instead of add.
    Is it a mandatory name you specify? Or am I not set up yet?
    My native language is not English, maybe others also need to customize their own name.
    Of course, this is a small problem, I hope you will update this parameter when you have time!
    Great help, thank you very, very much!:guffaw:
    Oh the type name (under Skill Types) can be anything you want. In the plugin paramaters, "limit" (along with attack, single, skills, item, etc) are just the system names. Here's some pictures to show what I mean:

    lCtL1hr.png
  8. Aesica said:
    Oh the type name (under Skill Types) can be anything you want. In the plugin paramaters, "limit" (along with attack, single, skills, item, etc) are just the system names. Here's some pictures to show what I mean:

    lCtL1hr.png
    Oh! I understand, the name in the plug-in parameter does not need to be changed, but you can freely change the name in the editor! Because other plug-ins I used require plug-in parameters to be changed, I changed the parameters habitually!
    Thanks again for your answers!
  9. Just a quick heads up to everyone: The licensing terms of my plugin library has been updated as of 8-24-2020. You can read these newly-updated terms here:

    RMMV/README.md at master · Aesica/RMMV
    In general, the updated terms are focused around the dos and donts regarding the editing and redistribution of the plugins themselves. It shouldn't affect how the typical game developer might use them or restrict their project in any way.
  10. Hello again, it's been a while and I am glad you are still supporting these.

    I have a question regarding Lootboxes, and a followup on my suggestion from Apr.

    There is no easy way to initialize newly added (to database) Lootboxes for existing saved games. Other than adding custom code.
    It appears as though, any attempt to open one is always empty, unless you initialize the entire Lootbox database. Which will kinda break saved games... Is this intentional? ;)

    Aesica said:
    Oh, you mean like how much money the shop currently has on hand. Interesting idea that I will most likely add in a future patch. :D

    Was also wondering if you are still considering this addition.

    No biggie, if not.

    Thanks!
  11. Roguedeus said:
    There is no easy way to initialize newly added (to database) Lootboxes for existing saved games. Other than adding custom code.
    It appears as though, any attempt to open one is always empty, unless you initialize the entire Lootbox database. Which will kinda break saved games... Is this intentional? ;)
    It never occurred to me that people would add new ones via the database, but thinking about it a second time, I suppose if one were to add an expansion patch to their game, that might be a valid reason. Next time I make a pass on that plugin, I'll probably fix that.


    Roguedeus said:
    Was also wondering if you are still considering this addition.

    No biggie, if not.
    It's still on my to-do list, but its a very low priority. (Working on a few games, porting plugins to MZ, etc all are taking priority)
  12. A couple of suggestions for loot box:

    - Be able to open a loot box and get multiple items from one loot box (unless it can already, I dont know how to do it)
    - Show how many available items able to be gained from loot box, the amount of said items dropped and % of getting it in tooltip.

    :)
  13. I've actually been retouching a few plugins since it means I don't have to make maps for my current game. The top one is even on my to-do list. The bottom one...perhaps, but no promises! The tooltip part especially would need the use of another plugin (something with access to an eval text code specifically)
  14. Aesica said:
    I've actually been retouching a few plugins since it means I don't have to make maps for my current game. The top one is even on my to-do list. The bottom one...perhaps, but no promises! The tooltip part especially would need the use of another plugin (something with access to an eval text code specifically)

    Would Mr_TSPopUp work?
  15. I don't know much about that plugin, but I'm assuming you mean the basic item tooltip. I just mean something where you could put, say, the following in to the item's description:

    Code:
    This is a loot box which has \eval<<<someFunction();>>> unique items left in it.

    Or something like that. Assuming I'm following what you're talking about correctly. :)
  16. Aesica said:
    I don't know much about that plugin, but I'm assuming you mean the basic item tooltip. I just mean something where you could put, say, the following in to the item's description:

    Code:
    This is a loot box which has \eval<<<someFunction();>>> unique items left in it.

    Or something like that. Assuming I'm following what you're talking about correctly. :)

    Yea, I assumed the wrong plugin. :/ I meant something like Olivia's state tooltip when you hover over the item and it will show the chance stats inside the item.

    Basic item tooltip works too tho. :)
  17. It's been a while, hasn't it? How are you doing?

    I have a slight issue with the plugin.

    When using <Break Damage Cap> on a skill which has a formula like this b.hp * 0.75 it then ignores the formula and goes apesht and does illegal amounts of damage, instakilling anything it hits.

    I am assuming this is by design as technically the formula provided suggests a soft cap, but shouldn't it still scale up, instead of ignoring the soft cap anyway?
  18. *coughs up dust* I've been well, actually. Been screwing around with MZ stuff so I've neglected my MV plugins. Oops. :)

    Anyway, which version are you using, and do you have anything else going on in the damage formula? I can't seem to reproduce what you're talking about. Here's what happened when I tried:

    Spoiler
    0C8MGVb.png

    Yes, those things have a ton of hp since they're basically just target practice enemies.

    Note that if you have critical hits on for the ability in question and you score a critical hit with that damage formula, they're as good as dead unless you have the crit modifier turned way down. That's not what's happening, right?
  19. Aesica said:
    *coughs up dust* I've been well, actually. Been screwing around with MZ stuff so I've neglected my MV plugins. Oops. :)

    Anyway, which version are you using, and do you have anything else going on in the damage formula? I can't seem to reproduce what you're talking about. Here's what happened when I tried:

    Spoiler


    Yes, those things have a ton of hp since they're basically just target practice enemies.

    Note that if you have critical hits on for the ability in question and you score a critical hit with that damage formula, they're as good as dead unless you have the crit modifier turned way down. That's not what's happening, right?

    Battle Core Settings
    14-25-00.png

    Break Damage Cap State
    14-25-30.png

    Notetag Box code
    <Break Damage Cap>

    <Category: Bypass Death Removal>

    <Category: Bypass Recover All Removal>



    <Custom Apply Effect>

    battler = $gameActors.actor(3);

    battler.gainSkillMasteryLevel(1, 10);

    battler.gainSkillMasteryLevel(9, 10);

    battler.gainSkillMasteryLevel(10, 10);

    battler.gainSkillMasteryLevel(19, 10);

    battler.gainSkillMasteryLevel(20, 10);

    battler.gainSkillMasteryLevel(23, 10);

    battler.gainSkillMasteryLevel(24, 10);

    battler.gainSkillMasteryLevel(25, 10);

    battler.gainSkillMasteryLevel(26, 10);

    battler.gainSkillMasteryLevel(27, 10);

    battler.gainSkillMasteryLevel(38, 10);

    battler.gainSkillMasteryLevel(51, 10);

    battler.gainSkillMasteryLevel(52, 10);

    battler.gainSkillMasteryLevel(53, 10);

    battler.gainSkillMasteryLevel(59, 10);

    battler.gainSkillMasteryLevel(66, 10);

    battler.gainSkillMasteryLevel(67, 10);

    </Custom Apply Effect>



    <Help Description>

    : You have Transcended! All attacks ignore damage cap.

    </Help Description>

    Actual Skill
    14-24-06.png

    Edit: I see I am using 2.1 I will update to 2.2 and see if it fixes it. :) Edit 1.a: No, it didn't fix it.

    Edit 2: Also noticed this:

    Aesica.BattleCore.version = 2.2; Aesica.Toolkit = Aesica.Toolkit || {}; Aesica.Toolkit.battleCoreVersion = 1.4; /*: * @plugindesc v2.1 Contains several enhancements for various combat aspects of RMMV.
  20. Everything looks in order. Yeah try updating to 2.2 and see if that fixes it.

    As for Aesica.Toolkit, don't worry about that one. It's just my answer to those core plugins most plugin devs require people to use in order for all their other plugins to work. Its version is independent of the version of whatever plugin it's in, and only the latest version across all my plugins is used.

    For what it's worth, my test was done on a newer, unreleased version that I should probably put the finishing touches on. If updating to 2.2 doesn't fix it, I'll see what I can do about getting it out. After the 15th anyway since I want to get something out for the release something event. :D