(Answered) Custom Resources? (Rage, Spirit, Wrath, Energy, Aura, Etc.)

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Started by Servidion 20 posts View original ↗
  1. So I have a multitude of classes and subclasses in my game and I want many of them to use customized resources. I attempted to look up "custom costs" or "custom resources", but that didn't help me much.


    Anyway I'll give some examples of things I want to do (and could do in VXA, but I can't figure out how in RMMV).


    Guardian: Threat Meter - Up to 100 points. Uses a "taunt" like ability on mobs that immediately fills the gauge and then he must use abilities until the Threat Meter is depleted before he can taunt again.


    Engineer: Siege - Up to 3 points. The engineer must reload a rocket launcher with 3 ammo. Abilities then consume between 1-3 ammo.


    Arbiter: Stasis - Up to 5 points. Use stasis abilities to lock down or debuff certain targets. Certain offensive skills can only be used on those affected targets.


    I also have many caster classes that use MP, TP, and even one that consumes HP for abilities, so I can't just adjust the min/max of those.


    I want any meters for the class/subclass to be shown. If the character is an Arcanist/Engineer then they'll need HP, MP, TP and Siege; if the character is a Soldier/Arbiter, then they'll need HP, MP, TP, and Stasis.


    Would love it if this was Yanfly compatible.


    *Edit* Thanks to Nekoyoubi for all the time, effort, and patience for the work he put into crafting - SCULPTING - this plugin for me. Made with his blood, sweat and tears!


    http://stitchgaming.com/2016/04/nemv-state-resources/


    BAM! You can use this plugin to create states that have a stacking counter to use as a resource and even use in a custom formula! I even got it to work on enemies so a skill deals more damage the more stacks it adds!
  2. I saw a Yanfly script for Enanched TP but I can't find it now. 



    Not sure if this can help, but surely will give you more flexibility with the TP resource.


    TP Upgrade
  3. I know the Yanfly plugin you speak of. Neither of those plugins are quite what I'm looking for. Since a variety of skills that I have already use TP and MP (Depending on whether Physical or Magical), I need additional resources (Stasis, Rage, Spirit, etc.) due to class and subclass. If I didn't have the subclass it wouldn't really be a problem as I would just use TP as the special resource. But if I have a class that's only supposed to have 3TP (Engineer - instead of Siege ammo) and then they swap to Soldier with an engineer subclass, suddenly they can spam engineer abilities.


    I think I could achieve the same goal if someone knew how to make stacking states. I made a thread for that here:


    If I could use stacking states (with priority of 99 right behind death), then it would always show up on the character so you would know how much you have. Buffs can stack. I'm sure someone can figure out how to make states stack, too (with a tiny little number like buffs).
  4. You could also fix your TP issue mentioned by converting to use percentages instead of integers. YEP - Skill Core will help you do that. Then you'd just have your Siege ability use 33% of your max TP.


    I thought, at first that you were looking to replace "MP" or "TP" with another type, and I was going to suggest my Class TP Rename plugin (renames/recolors HP/MP/TP per class), but it sounds like you really just want more pools. I think the biggest problem you're going to run into here is adjusting the UI based on a variable amount of pools. This is also somewhat of a UX concern, as there's no longer consistency in the HUD. Your stacking states gets around that somewhat, and if YEP - Buff & States doesn't have what you need there, I may be able to look into that for you. Give it a look and let me know.
  5. I had thought about adjusting the cost of abilities to use TP, but I'll explain how some of my mechanics work with regards to that.


    Engineer - Uses an ability called "Reload" that gives you 3 Siege Rounds (Max of 3). Abilities use anywhere between 1 and 3 rounds and damage is balanced around losing a turn to reload. If it was 100 TP regenerated at a 33 TP cost that would be fine until you throw a subclass into the mix. Suddenly a class with slow TP regeneration can have full TP in a single turn.


    Arbiter - Every few turns the arbiter would gain 1 Stasis (Up to 6) and can use this stasis on a single ability - Time Freeze. It freezes the ATB meters for everyone on the battlefield except the one who cast it for a couple turns. This allows the arbiter to nuke, heal, revive, etc. Again if it was TP, then the arbiter could just be a subclassclass (Say Engineer) and keep everything stun-locked.


    I have a variety of classes that I would like to have their own resources such as those. MP and TP just doesn't quite cut it, I'm afraid.


    I have Yanfly's Buffs and States, but it doesn't show anything about the stacking of states. I would imagine it could probably work with variables, but I have no idea how to write that. I'll explain what I mean and maybe someone with Java experience can build off of it.


    Example Gunslinger - I use reload and it changes a variable from 0 to 12 with a max of 12 and minimum of 0. Each variable would have it's own icon to change the state icon (since I don't think a notetag can add those little numbers on buff icons). The icons would be tailored in photoshop to how many remaining ammo you have.


    It would have to be written in such a way that anything that would use more of the variable than you have it would honk the error noise at you.


    Ehh... A plugin for stacking states would probably be easier.
  6. I really wish I had a long reply I could make here, because I do have some thoughts. But... typing... *ugh*... Let me see what I can do. ;)  
  7. Aye!


    I remember in VXA I could add new resources to the game (Yanfly) and set custom costs, but that doesn't seem to be implemented in MV yet.
  8. Okay, just to confirm for you, I have about 6 hours into a pretty decent solution for you here. I'm hoping to wrap it up either tonight or tomorrow, but some things are pretty tricky. Give me a bit longer. ;)
  9. I finally got on! Been having issues getting into the forums all day.


    6 hours! I really do appreciate the effort. :)


    I think a lot of people could benefit from some form of class resources.


    Is this a plugin you're working on or a notetag script? Just curious.


    Thanks again! :D
  10. It's a plugin. I'm currently working through some issues, but I'm hoping to have it done tomorrow. I doubt it will extend beyond that, but I will certainly let you if it looks like it will.
  11. Aye! Keep me up to date!


    Already thinking of more ways to utilize stacking states if I can.
  12. How fares the plugin creation, Nekoyoubi?
  13. So sorry. I assure you I haven't abandoned this. I actually haven't been able to do much of anything over the past four days (I fell ill). I'm now a few days behind at work, and while that obviously takes priority, I'm hoping to be caught up pretty soon. When I do, I'll get right back to this.


    The main delay with this was caused by a problem with integrating with the way YEP - Auto Passive States sets up its states. I believe I found the solution in a feverish vision though, so assuming that's no longer an issue, I should be able to wrap this up in another few hours (man-; not calendar-).


    Sorry again for the delay. Wrapping it up as I am able; I promise. ;)
  14. Take your time! I'm in no rush. Get some rest, eat half a fresh lemon (Nasty, but helps with stomach flu), and drink lots of water!
  15. Okay, so a brief update before I get back to scrambling for work...


    The plugin is nearly complete. I haven't tested a ton of unhappy paths as, again, extremely busy, but I have tested enough that I will probably begin using it for my own game shortly. At this point I really just need to wrap up some plugin commands to allow you to adjust the resource values, write some documentation for adjusting the values via script, and hopefully do some negative test cases to ensure cleanliness.


    When would you be able to give it a beta look to see if it meets your needs? I'll try to target then if at all possible.
  16. Any time you're ready. I have a few different classes that are awaiting testing. lol


    Is this compatible with Yanfly?
  17. Of course! I have no intention of ever release something that isn't. This, in fact, is an extension to YEP Buffs & States Core and YEP Skill Core both. Not everything I write requires the YEP, but everything will always be compatible with it.


    Knowing that you're ready for it, I'll try to get some of the help together, add these plugin commands, and then push the initial version to GitHub tonight. Then if you don't mind, if you have any issues getting it going, I'd ask that you join me in the Stitch Gaming Discord server so we can talk through setup/issues/changes/etc. instead of ping-ponging in this thread; if you're okay with that.
  18. Okay, so here's the first version: https://raw.githubusercontent.com/nekoyoubi/NeMV/master/NeMV_StateResources.js


    I decided not to go with the plugin commands for now, as I'm almost positive 90% of use cases will simply be adjusting values from skills/items via YEP notetags.


    I'll wait to get some feedback from you on it before posting it on the Stitch site, here, and on the master list. Let me know how it goes, and if you have any issues feel free to join me in Discord - http://stitchgaming.com/discord - and we can get it straightened out.
  19. Can do! I'll start working on that bright and early in the morning (had a busy evening and I'm off to bed for now). I love the name "State Resources", by the way. :D
  20. This plugin is has now been built, tested by the requester, and improved over the past few days. I've posted it in the JS Plugin Releases, and it is now awaiting approval. Until then, you can check it out over here: http://stitchgaming.com/2016/04/nemv-state-resources/


    Happy stacking!