- Burned -

● ARCHIVED · READ-ONLY
Started by Aesica 191 posts Page 9 of 10 View original ↗
  1. Aesica said:
    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

    I edited my reply.

    Also, it shows 2.1 instead of 2.2 in the desc. That was what I was pointing out. Lol
  2. Oh that's an oof, and one I've done a few times. Still, I downloaded 2.2 and tried it out and I still can't reproduce the bug you're talking about. The damage is still what it's expected to be with all the same settings as shown in the previous screenshot

    1615511943718.png

    (cap is set to 999)

    Can you post a screenshot of your skill doing bugged damage, also including how much hp the enemy in question has?
  3. Aesica said:
    Oh that's an oof, and one I've done a few times. Still, I downloaded 2.2 and tried it out and I still can't reproduce the bug you're talking about. The damage is still what it's expected to be with all the same settings as shown in the previous screenshot

    View attachment 182616

    (cap is set to 999)

    Can you post a screenshot of your skill doing bugged damage, also including how much hp the enemy in question has?
    Battle Scene
    16-50-50.png

    The enemies here have a base HP of 400 which scales up with levels. Damage is done once the animation ends so i couldn't catch the animation.

    The enemy in scene
    16-54-02.png


    Enemy Notetag
    <JP: 6>

    <PKM Elements: Flying, Fairy>

    <Minimum Level: 99>

    <Item 7: 1%>

    <Item 10: 1%>

    <Item 11: 10%>

    <Item 14: 1%>

    <Item 88: 33%>

    <Item 356: 5%>

    <Unaffected by Difficulty Slider>

    <Hide Gauge 2>
  4. That's odd. The only thing I can think of is maybe some sort of elemental weakness or something else that somehow scales the damage up. Your skill has "Normal Attack" set so check your weapons vs the enemy's weaknesses
  5. Aesica said:
    That's odd. The only thing I can think of is maybe some sort of elemental weakness or something else that somehow scales the damage up. Your skill has "Normal Attack" set so check your weapons vs the enemy's weaknesses

    That made me look at the skills element. Normal Attack was applied. The moment I made it Dark element (It should have been. lol?), it took away 3/4 of the enemies life like it was supposed to. LOL. Thanks.
  6. Hey Aesica,

    nice to see that you still support your plugins!

    I do have a special request/problem. I want to use the Game_BattlerBase.prototype.mpA or Game_BattlerBase.prototype.name in another script:
    Code
    Description_Window.prototype.drawCastCost = function(skill, x, y, widthLimit) { var actor = Game_BattlerBase.prototype;//edit Afaryz //actor in function let cdText = this.getSkillCooldownText(skill); if (!skill.mpCost && !skill.tpCost && cdText.length === 0) return; let text = ""; if (skill.mpCost) { text += skill.mpCost + " \\C[" + (Yanfly.Param && Yanfly.Param.ColorMpCost || 23) + "]" + actor.mpA+ "\\C"; //actor war vorher TextManager } if (skill.mpCost && skill.tpCost) text += ", "; if (skill.tpCost) { text += skill.tpCost + " \\C[" + (Yanfly.Param && Yanfly.Param.ColorTpCost || 29) + "]" + TextManager.tpA + "\\C"; } if (cdText.length > 0) { if (text.length > 0) text += ", "; text += cdText; } this.drawTextDecreased(text, x, y, widthLimit); };
    Source: Github- Skilltree

    Is it the wrong way to call for it? (var actor & actor.mpa) I got everytime the this.enemy ist not a function or also got Game_BattlerBase.prototype.enemy is not a function. So i tried to go for copy your Game_BattlerBase.prototype.getTag function into the script, but it does not work. Same problem. Maybe you do know an answer for that? :)

    regards Afaryz
  7. the function you called is wrong,

    Game_BattlerBase.prototype.FUNCTIONNAME = function() {
    code };

    function name if it exist = drawCastCost
    so you start with

    Game_BattlerBase.prototype.drawCastCost = function() { //code here };

    but if this is an overwrite function, than you have to alias it first.

    I dont know her code or what your code suppose to do, but she can help you
    out or add the function for you.

    in case you know js or how to read the function, this should be a nice start :)
  8. ShadowDragon said:
    the function you called is wrong,

    Game_BattlerBase.prototype.FUNCTIONNAME = function() {
    code };

    function name if it exist = drawCastCost
    so you start with

    Game_BattlerBase.prototype.drawCastCost = function() { //code here };

    but if this is an overwrite function, than you have to alias it first.

    I dont know her code or what your code suppose to do, but she can help you
    out or add the function for you.

    in case you know js or how to read the function, this should be a nice start :)
    Thanks ShadowDragon for your fast reply. The Description_Window.prototype.drawCastCost function is out of the other plugin. It is a custom Window made by the skilltree author. Sadly I don't understand your reply. I do have some experience in coding, but in another languages.

    In Aesicas description is:
    <MP Name: x>
    * Changes the abbr. term "MP" into x for a given class.
    * <MP Name: EN>
    * All instances of "MP" will show as "EN" in the combat window, main window,
    * status window, etc for any actor using a class with this note tag. The term
    * can be accessed for other uses using Game_BattlerBase.prototype.mpA (so
    * a.mpA in the combat formula box etc).

    So i need Game_BattlerBase.prototype.mpA working in the other function. If I understand it correctly.

    regards Afaryz
  9. So I'm not entirely sure what you're trying to do, but it's important to understand that prototype (as in, Game_Actor.prototype) is just a class (programming class, not character class!) template, not something you usually use to reference specific objects. What plugin is your function trying to change?
  10. My goal is it. To change the MP Cost of the SkillTree-Description into your Custom MP (see Pic)

    Screenshot
    2021-04-30 22_48_51-SomeFire_RPG-Maker-MV-Skill-Trees-System.png

    He used TextManager.mpA. And I wanted to get your specific .mpA or .name
    Hope, that clarify my problem. :)

    regards Afaryz
  11. Giving it a quick glance, it looks like the window (thankfully) has an _actor property, so you should be able to insert something like this toward the top:

    Code:
    let mpName = this._actor && this._actor.mpA ? this._actor.mpA : TextManager.mpA;
    Then, in the line where you replace the TextManager.mpA stuff, just use the mpName variable you made.
  12. Aesica said:
    Giving it a quick glance, it looks like the window (thankfully) has an _actor property, so you should be able to insert something like this toward the top:

    Code:
    let mpName = this._actor && this._actor.mpA ? this._actor.mpA : TextManager.mpA;
    Then, in the line where you replace the TextManager.mpA stuff, just use the mpName variable you made.
    Totally works! You are the best :) :)

    Now I will look into changing the color, but I think this is the smallest problem :) - Got it. Changed the \c to \hc and put into the colorvariable of yours.

    Thanks alot.

    regards Afaryz

    PS: I played The Haunting, totally liked it. And not easy at all, quite challenging.
  13. The Haunting version that's up is pretty old. I really should get the newer version polished up, since it adds gear upgrades from enemy drops, a second balance pass, hp/tp/tpb gauges for enemies, a bonus superboss, a change to how the buffs/debuffs work, and some other neat things.

    Did you manage to finish it? :D
  14. Aesica said:
    The Haunting version that's up is pretty old. I really should get the newer version polished up, since it adds gear upgrades from enemy drops, a second balance pass, hp/tp/tpb gauges for enemies, a bonus superboss, a change to how the buffs/debuffs work, and some other neat things.

    Did you manage to finish it? :D
    Oh okay, would love to play it. You will publish it soon?

    I really liked the idea of giving the player the oppurtunity to study the states (and other stuff).

    No, unfortunately I started playing it today. I will do after the weekend :)
  15. I'll have to see how stable it is, since the battle plugin it runs on is far from complete.
  16. So, I didn't really want to report this as a bug since its complex to reproduce, but I will try.

    So, this has to do with Loot Box.

    I have three different enemies that drop the same kind of loot box but the contents of the loot box have limits. Once the limit is hit, it's supposed to drop a different item.

    So, the "bug" in this case is one enemy is in one map and the other two in a separate map and when the one in the first map reach a limit, but the loot box drops from the other enemy in the other map, the loot box from the enemies in the second map drops the limited items again.

    Not sure if I explained that good enough. Bleh.

    Thanks as always. :)
  17. Jenova said:
    So, I didn't really want to report this as a bug since its complex to reproduce, but I will try.

    So, this has to do with Loot Box.

    I have three different enemies that drop the same kind of loot box but the contents of the loot box have limits. Once the limit is hit, it's supposed to drop a different item.

    So, the "bug" in this case is one enemy is in one map and the other two in a separate map and when the one in the first map reach a limit, but the loot box drops from the other enemy in the other map, the loot box from the enemies in the second map drops the limited items again.

    Not sure if I explained that good enough. Bleh.

    Thanks as always. :)
    So you're saying that, say, a "Shiny Stone" (sample item name) might be in the "Mystery Box" (sample loot box name) with a limited quantity of say 5, and after getting 5 Shiny Tones from the Mystery Box on one map, going to another map yields another 5 Shiny Stones from the type of box, the Mystery Box?

    Unrelated, but I'm really overdue for dumping some updates. I need to get around to posting them.
  18. Aesica said:
    So you're saying that, say, a "Shiny Stone" (sample item name) might be in the "Mystery Box" (sample loot box name) with a limited quantity of say 5, and after getting 5 Shiny Tones from the Mystery Box on one map, going to another map yields another 5 Shiny Stones from the type of box, the Mystery Box?

    Unrelated, but I'm really overdue for dumping some updates. I need to get around to posting them.
    Correct. It's ok. So far I didn't notice anything else wrong but who knows. You might fix something I thought was a feature. Lol.
  19. Jenova said:
    Correct. It's ok. So far I didn't notice anything else wrong but who knows. You might fix something I thought was a feature. Lol.
    You sure it isn't two different-but-similar boxes? The loot box data structure is keyed entirely by the box name, so map ids shouldn't affect it at all.
  20. Aesica said:
    You sure it isn't two different-but-similar boxes? The loot box data structure is keyed entirely by the box name, so map ids shouldn't affect it at all.
    Could be. Trying to see if doing a new game will change anything. I'll check, but I'm 95% sure it's the same loot box.

    Edit: It probably was the saved game. Idk why, but it works now. LOL. Thanks anyway.