Eval Tags MZ

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Started by ATT_Turan 62 posts Page 2 of 4 View original ↗
  1. Updated to give notetags that evaluate during skill resolution a "skill" variable to reference the current action.
  2. ATT_Turan said:
    Updated to give notetags that evaluate during skill resolution a "skill" variable to reference the current action.
    A super welcome addition. thanks Turan!
  3. Corrected a logical error with skills that deal 0 damage.
  4. Updated with some bug fixes and better error reporting.
  5. Updated with a little fix to the skill reference in Action Apply.
  6. Updated to add the appropriate action notetags to items.
  7. Hi!!! I need your help :p (again hahaha)

    I want to achieve an effect similar to Paper Mario, where, upon selecting an attack, the character displays a specific sprite (SV battler) assigned for that moment. Would this be possible?


    I think I could make it work if I manage to trigger a common event or if a plugin could directly change the current pose of the actor selecting the action (for instance, using a pose that isn’t typically utilized, like chant or another unused one).


    I understand that, with this plugin, I can use certain actions at key moments during the battle, such as <Battle Start Eval> or <Turn Start Eval>, but I’m unsure if there is a "pre-action selection" phase where I could implement what I want. Could you help me with this?


    I've attached a reference image of what I’m aiming for.


    1733958052387.png

    Thank you so much in advance!
  8. @cozathemaster This plugin doesn't currently have a notetag with that timing.

    I think it might work better for you to look at plugins with action sequences, such as Akea's Animated Battlers. Or, if you're not using chant, just make that skill type be Magical in your database and the actor will start the chant motion upon selecting the action.

    I haven't played Paper Mario, so I'm uncertain from your description whether you have just one actor and they go immediately when you select their action.

    Or if you have a party, and you want this motion to start as soon as the action is selected and while the rest of the party is inputting, I've never seen a plugin which did that.
  9. Thank you for your response.


    Oh, I see. I think I didn’t express myself very well, but what I want is for the character's animation to start while in the action selection menu during battle (when the player is deciding whether to attack, use an item, escape, etc.). Because of that, the chant alternative you mentioned wouldn’t work, since it activates AFTER selecting the action, and I need it BEFORE (or rather, during).


    In Paper Mario, Mario is in an "idle" animation while it's not his turn, but when it is, he switches to a "thinking" pose while the player selects commands. That’s why I gave that reference.


    I’ll probably start a new thread to see if anyone has an idea, but first, I’ll check out what you mentioned about Akea. Thank you so much for the suggestion.


    Thanks for everything!!
    ATT_Turan said:
    @cozathemaster This plugin doesn't currently have a notetag with that timing.

    I think it might work better for you to look at plugins with action sequences, such as Akea's Animated Battlers. Or, if you're not using chant, just make that skill type be Magical in your database and the actor will start the chant motion upon selecting the action.

    I haven't played Paper Mario, so I'm uncertain from your description whether you have just one actor and they go immediately when you select their action.

    Or if you have a party, and you want this motion to start as soon as the action is selected and while the rest of the party is inputting, I've never seen a plugin which did that.
  10. cozathemaster said:
    I’ll probably start a new thread to see if anyone has an idea, but first, I’ll check out what you mentioned about Akea. Thank you so much for the suggestion.
    Don't bother for this - action sequences are programming how the skill resolves, they won't do anything during the inputting phase.

    Obviously, feel free to check them out to control how the skill works, but they're not a potential solution to this.
  11. Aaaaah, I see, thank you so much for the heads-up. Of course, that makes sense now that you mention it... I think I'll start the new thread, then. =)


    ATT_Turan said:
    Don't bother for this - action sequences are programming how the skill resolves, they won't do anything during the inputting phase.

    Obviously, feel free to check them out to control how the skill works, but they're not a potential solution to this.
  12. Thanks to @Robro33 for noticing and helping test - uploaded version 1.9 fixing some cases where variables were not assigned correctly during counter attacks.
  13. I'm new at all this. is there a way to use this to create a spell that does additional elemental damage when using physical attack.
  14. @daveon01 It looks like @Robro33 already told you how to do this.

    As he says, follow Yanfly's instructions to make a spell which applies a state to the user and copy the code from the Tip & Trick into that state's notes field.

    You then read the instructions for this plugin to change the notetag to the correct one for executing the code after the actor hits with a skill - Action Damaged Eval.

    You also need to replace the line of code that plays the animation, because that's done differently in MZ.

    So where the Tip & Trick says
    Code:
      // Play an animation on the target.
      target.startAnimation(130);

    You'd put
    Code:
      // Play an animation on the target.
      $gameTemp.requestAnimation([target], 130, false);

    to play animation ID 130.
  15. is there a way to use this as to make a attack to additional elemental damage.
  16. @daveon01 It would really help if you took some care to make your posts a bit more clear, with explicit details of what you're trying to do and what you don't understand.

    You don't need a plugin to make a skill that does damage of two different elements (if that is, in fact, what you're asking). You can do that within the damage formula.

    Damage Formulas 101
  17. ATT_Turan said:
    @daveon01 It would really help if you took some care to make your posts a bit more clear, with explicit details of what you're trying to do and what you don't understand.

    You don't need a plugin to make a skill that does damage of two different elements (if that is, in fact, what you're asking). You can do that within the damage formula.

    Damage Formulas 101
    Thanks I'm new to rpgmaker so i guess I don't really know what i need to ask.
  18. ATT_Turan said:
    Eval Tags 1.9
    ATT_Turan

    Introduction
    I have found I often recommend plugins to people solely for the ability to use notetags to execute code at times when events are not accessible. However, there are situations where those plugins include many other features that the user may not want in their project.

    So, inspired by @AquaEcho's list of plugin alternatives, I've made this one-stop shop for eval notetags.

    I have tested the basic functionality, but due to the scope I expect there will be errors - please let me know and I will address them as found. I am also amenable to requests for additional notetags at other times.

    Features
    The entirety of this plugin's features are in the extensive list of notetags to cover a wide variety of timing situations.

    These times include in the flow of a battle, the flow of an action, and the lifespan of a state.

    How to Use
    All notetags provide a "user" variable to refer to the actor/enemy the tag is attached to. Other variables are provided depending on context.

    All notetags are in the format:
    Code:
    <notetag title>
    code
    </notetag title>

    Battle-related notetags occur in the following order:

    Actor, Enemy, Class, Weapon, Armor, and State notetags

    <Battle Before Eval>
    <Battle Start Eval>
    <Turn Start Eval>
    <Regenerate Eval>
    <Turn End Eval>
    <Escape Failed Eval>
    <Escape Succeeded Eval>
    <Defeated Eval>
    <Victory Eval>
    <Battle End Eval>
    <Battle After Eval>

    The following notetags include a "target" variable for the target of the action, a "skill" variable for the current action, and a "value" variable referencing the damage dealt where applicable.

    They are resolved in the following order:

    Actor, Enemy, Class, Weapon, Armor, and State notetags

    <Action Start Eval> - performed by the user, also a Skill notetag
    <Action Targeted Eval> - performed by the target
    <Action Hit Eval> - performed by the user on a successful hit
    <Action Reaction Eval> - performed by the target on a successful hit
    <Action Apply Eval> - a Skill notetag
    -- action is resolved --
    <Action Post-Apply Eval> - a Skill notetag
    <Action Damaged Eval> - performed by the user after successful damage
    <Action Respond Eval> - performed by the target after successful damage
    <Action After Eval> - performed by the user whether it hit or not; also a Skill notetag
    <Action Finish Eval> - performed by the target whether it hit or not

    The following notetags include a "stateId" variable for the ID of the state.

    State notetags

    <State Apply Eval> - executed when a state is added to a battler
    <State End Eval> - executed when a state expires
    <State Remove Eval> - executed when a state is removed in any way

    Terms and Credits
    Free for non-commercial and commercial use. Credit ATT_Turan.
    This is exactly what i need to trigger my live2d animation at the start of an attack by turning on a switch, but its clashing with visustella's core somehow, regardless of which comes first the game crashes once all actors/enemies have had their turn
    1739615032020.pngI tried turning of the visustella plugins but its still clashing with other plugins1739617651847.png
  19. azurezero said:
    its clashing with visustella's core somehow
    the plugin is meant to be an alternative to Visustella plugins. using them together is likely to cause cause issues such as that as they both modify the same functions.
  20. Robro33 said:
    the plugin is meant to be an alternative to Visustella plugins. using them together is likely to cause cause issues such as that as they both modify the same functions.
    I just tried disabling them and its still clashing with rmmz manager somehow.
    i cant use visustella battle core because the animations erase the live2d when its in

    EDIT - i've cut out the end turn and regernerateall parts of the plugin, and it doesnt crash anymore