There are reasons to request a specific plugin creator for a job as they tend to specialize in certain features. If I want a pathfinding or collision plugin I'd ask Chaucer, a window plugin I'd ask Eliaquim, etc. Some plugin authors take commissions, they will usually advertise or say so on their plugin/itch/Patreon pages.
JavaScript questions that don't deserve their own thread
● ARCHIVED · READ-ONLY
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@ATT_Turan
Ok, I've already realized that for you plugin creators are insignificant or unimportant, and nothing I say will change your opinion about it.
About searching on Google for plugins, imagine the following scene: you want a plugin, the name doesn't matter.
That's the reason for the selection of creators.
But you're right, I should open a new topic with possible ideas for creating a plugin. With so many combinations and plugin options, it's possible to get an interesting system for the game.
@AquaEcho
VisuStella seems popular here. I've seen that name before. A quick search didn't reveal much to me. This obscurity in their code must be like the "call of duty" franchise, which is an interesting thing to do by adapting new plugins to old ones.
Most of the creations are just re-created versions. How many versions of the same thing can you find? Like what happened with the scripts for RPG Maker XV Ace.
I think plugins can be dynamic and versatile depending on the author's creative vision. Of course, they are influenced by what already exists in the gaming scene.
Thanks for your cooperation -
Yes, you should. If you want recommendations for plugin devs for a specific custom feature you should create a new thread, maybe in the commissions section, as this has little to do with Javascript.I should open a new topic with possible ideas for creating a plugin
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Hello fellow RPG makers! Quick question. When using the Fadeout Screen event command, is there a way to have the fadeout cover any currently displayed windows on the screen?
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Hey guys, I have an issue with skill cost... I'm working with low stats and some skills cost only 1 MP per use. Trouble is: MP reduction traits make these skills have no cost at all... like, player can use them unlimitedly.
So, I'd like to know if there's a way to limit skill cost reduction to 1 MP? Thanks in advance!
PS: Partoosh's question (above mine) wasn't answered yet, in case someone can help him too (I don't have the answer). -
I'd like to know if there's a way to limit skill cost reduction to 1 MP? Thanks in advance!Code:
Game_BattlerBase.prototype.skillMpCost = function(skill) { return Math.max(1, Math.floor(skill.mpCost * this.mcr)); };
I'm not sure it fits in the confines of "not needing a thread" - I think it needs some explanation of how windows are open when that event command is getting executed.PS: Partoosh's question (above mine) wasn't answered yet, in case someone can help him too (I don't have the answer). -
I used that code as a plugin, and for some reason, enemies stopped attacking altogether lol! They came back to normal after I turned off the plugin... Weird.Code:
Game_BattlerBase.prototype.skillMpCost = function(skill) { return Math.max(1, Math.floor(skill.mpCost * this.mcr)); };
I'm not sure it fits in the confines of "not needing a thread" - I think it needs some explanation of how windows are open when that event command is getting executed. -
Because you said you wanted skills to have a minimum MP cost of 1, and your enemies probably had no MP :stickytongue:I used that code as a plugin, and for some reason, enemies stopped attacking altogether lol!
But, that being said, my changes do fail to take something into account, so...
Code:Game_BattlerBase.prototype.skillMpCost = function(skill) { return skill.mpCost > 0 ? Math.max(1, Math.floor(skill.mpCost * this.mcr)) : 0; };
Skills that have no MP cost will now still have no MP cost. -
Thank you so much, man! Worked like a charm. :wubBecause you said you wanted skills to have a minimum MP cost of 1, and your enemies probably had no MP :stickytongue:
But, that being said, my changes do fail to take something into account, so...
Code:Game_BattlerBase.prototype.skillMpCost = function(skill) { return skill.mpCost > 0 ? Math.max(1, Math.floor(skill.mpCost * this.mcr)) : 0; };
Skills that have no MP cost will now still have no MP cost. -
What is the script call to tell me if the party has a certain item in their inventory?
I tried:
JavaScript:but that made the system go crazy when I placed it into a variable to see if it worked.$gameParty.items($dataItems[297]);
It just kept repeating:
Code:(objects,OBJECTS),(objects,OBJECTS),(objects,OBJECTS),(objects,OBJECTS),ETC.
Help please... -
$gameParty.hasItem($dataItems[297]);
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Thank you... Exactly what I was looking for!$gameParty.hasItem($dataItems[297]);
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Hello, its me again :D
im trying to make a passive state using Yanfly Engine Core for MV. This passive allows the user to avoide any critical chance from physical attacks-
i have the code to detect if the attack recived is physical but i cannot find a way to negate the critical hit
State note tag:
Code:<Custom React Effect> if (!this.isRecover() && value >= 0 && this.isPhysical()) { user.setCev(3) } </Custom React Effect>
i tried using user.setCev(x) but it didnt work.
thanks in advance and have a nice day! -
Where did you find that? unless you have a plugin that adds it, setCev isnt a function. additionally, by the time react effects go off, the skills' crit result has already been set and the bonus crit damage has already been applied. changing cev at that point in time does nothing.
if you have yanfly's critical control plugin, you have an easy way to write into the crit rate formula that if the attack is physical and the target has that state, that the rate should be 0.
otherwise, you can have a state that increases cev by some large amount, give your passive a <custom select effect> to give the target that state when the attack is physical, and remove it with a <custom deselect effect> -
im using Extra Parameter Formula Plugin (YEP)Where did you find that? unless you have a plugin that adds it, setCev isnt a function. additionally, by the time react effects go off, the skills' crit result has already been set and the bonus crit damage has already been applied. changing cev at that point in time does nothing.
I really dont want to add anything to the skill because i would have to do that to all physical skills and if i have to make a changes in the future, i would have to edit every single physical skill. This is my last resort.if you have yanfly's critical control plugin, you have an easy way to write into the crit rate formula that if the attack is physical and the target has that state, that the rate should be 0.
also tried:
Code:<Custom React Effect> if (!this.isRecover() && value >= 0 && this.isPhysical()) { force no critical } </Custom React Effect>
but that also didnt work -
The script call is valid from that plugin, but as @Robro33 pointed out, the timing is wrong - that notetag happens after damage (including criticals) has been calculated. Also, changing the actor's parameters for something like this isn't a great approach, you'd want a non-permanent way to make this one action be unable to critical.im using Extra Parameter Formula Plugin (YEP)
Also also, you'd want to be changing the critical evasion of the target of the attack, not the user.
I...don't know why you would even try that. You put an action sequence command inside of a notetag that takes JavaScript code. :unsure:also tried:
Code:but that also didnt work<Custom React Effect> if (!this.isRecover() && value >= 0 && this.isPhysical()) { force no critical } </Custom React Effect>
How did you get that from what Robro said?I really dont want to add anything to the skill because i would have to do that to all physical skills and if i have to make a changes in the future, i would have to edit every single physical skill.
The crit rate formula is not some skill-specific thing, it is The Formula that the game uses. If you do what he suggests and put it there, it applies to every physical skill.if you have yanfly's critical control plugin, you have an easy way to write into the crit rate formula that if the attack is physical and the target has that state, that the rate should be 0. -
found the solution using Custom Select & Deselect Effect.
the specific line of code i was looking is
Code:BattleManager.actionForceNoCritical();
thanks a lot -
So, is there a way to NOT have the damage popup whenever there's a zero balance? Not a block, miss, or evade... but a hit that does zero damage. Is there a way to make that not pop up?
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Damage are created with Sprite_Damage
JavaScript:Sprite_Damage.prototype.setup = function(target) { const result = target.result(); if (result.missed || result.evaded) { this._colorType = 0; this.createMiss(); } else if (result.hpAffected) { this._colorType = result.hpDamage >= 0 ? 0 : 1; this.createDigits(result.hpDamage); } else if (target.isAlive() && result.mpDamage !== 0) { this._colorType = result.mpDamage >= 0 ? 2 : 3; this.createDigits(result.mpDamage); } if (result.critical) { this.setupCriticalEffect(); } };
I would prototype that and change "else if (result.hpAffected)" to "else if (result.hpAffected) && result.hpDamage !== 0" -
I'm sorry.... "Prototype"?Damage are created with Sprite_Damage
JavaScript:Sprite_Damage.prototype.setup = function(target) { const result = target.result(); if (result.missed || result.evaded) { this._colorType = 0; this.createMiss(); } else if (result.hpAffected) { this._colorType = result.hpDamage >= 0 ? 0 : 1; this.createDigits(result.hpDamage); } else if (target.isAlive() && result.mpDamage !== 0) { this._colorType = result.mpDamage >= 0 ? 2 : 3; this.createDigits(result.mpDamage); } if (result.critical) { this.setupCriticalEffect(); } };
I would prototype that and change "else if (result.hpAffected)" to "else if (result.hpAffected) && result.hpDamage !== 0"