Updated with a fix for Yanfly's Item Requirements.
Turan's Terrific Tweaks
● ARCHIVED · READ-ONLY
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Added support to reference the target in Yanfly's Battle AI Core eval conditions.
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Hey Turan, that edit to reference targets that you made for the Battle AI Core, its the same thing that this extension?
https://raw.githubusercontent.com/DreamXRMMV/Rpg-Maker-MV/master/DreamX_Ext_BattleAICore.js -
@KermexRPG I hadn't seen that plugin before.
My edit achieves the same goal - being able to reference the target in an eval condition - but does it in a much more streamlined way. There's no need to call special AIManager functions or use escape characters.
You just usetargetexactly the same way you useuserand the same way you'd usetargetin other Yanfly plugins. -
Updated with another bug fix for Yanfly's Selection Core, found by @Robro33.
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So when I use anything where I can change parameters with stack counters, like this https://forums.rpgmakerweb.com/index.php?threads/quasi-params-plus.48777/ and I use the Custom Remove Effects (on death) snippet you made... this happens whenever a battler dies in battle with that state on.
It doesn't have to be Quasi's stuff either. user.addParam(3, user.def * 0.10);... something like that per stack seemed to do it too. I wonder if the stacks get blitzed or something because I looked at an actor's def after they KO'd and it was up to 999.
when I don't have the snippet on, none of this happens upon a battler's death. -
@zerobeat032 That error is saying something is causing an infinite loop, a function calling the same function.
What is the actual, full notetag in that state? I have some immediate concern because you're increasing defense by defense, which is what can lead to an infinite loop like the error is reporting.
The death removal code shouldn't be causing anything different to happen than when the state is normally removed. -
here's the notetag for the state... what I was using with Quasi's plugin was something I found on a thread on here so I'm not sure how correct it is outside of working on a general level
JavaScript:<Custom Apply Effect> // Default the break stacks to 0. user._break = user._break || 0; // Increase the break stack by 1 user._break += 1; // Cap the break stack at 3 user._break = Math.min(user._break, 3); // Update the state counter for the break stack user.setStateCounter(stateId, user._break); </Custom Apply Effect> <Custom Remove Effect> // Set the user's break stack to 0 user._break = 0; // Update the state counter for the break stack user.setStateCounter(stateId, user._break); </Custom Remove Effect> <params> DEF: ((current * -0.10) * a.getStateCounter(75)) </params>
I wouldn't shocked if I did something off here though somehow. but in this case, I just wanted 3 stacks and the defense subtracted 10 percent with each stack. -
maybe remove the outside of parenthesis?<params> DEF: ((current * -0.10) * a.getStateCounter(75)) </params>
(current *- 10) * a.getStateCounter(75)
and not sure why you put that in parenthesis too -
it's basically written the same way I saw it in the thread... I figured since it worked, I shouldn't change it.and not sure why you put that in parenthesis too
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I suggest you get rid of the setStateCounter line in the Remove Effect.here's the notetag for the state...
It's unnecessary, as state counters are automatically deleted when the state is removed, and it's a possible cause of the problem since removing the state deletes the counter then trying to set it will reinitialize it.
If that doesn't help, then try my suggestion above to see if it's a plugin conflict.
It's true that they don't need to be there, but they also can't possibly hurt anything.maybe remove the outside of parenthesis? -
welp that seems to have fixed it lol... tho that does make me wonder why Yanfly had that in the Stockpile tips and tricks if you don't need it. regardless tho, thanks as that did fix the error from happening.I suggest you get rid of the setStateCounter line in the Remove Effect.
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they do a few things that arent really needed and sometimes under-explain things that are in their guides, but its usually harmless to just follow along unless plugin changes are made. It helps knowing that each line does so that you know what can be adjusted. one of the most common is anytime they show how to set a value based on a boolean condition, they use something likethat does make me wonder why Yanfly had that in the Stockpile tips and tricks if you don't need it
Code:whenif (target.name() === 'Harold') { condition = true; } else { condition = false; }Code:does the same thing, but wont take up half of the visible notebox doing socondition = target.name() === 'Harold' -
Code:
condition = target.name() === 'Harold'
lol I'm glad I've seen this cause yeah, I was doing the same stuff. I know SOME stuff after how long I've been working on my game, but clearly I need to learn more and try to understand more of the code I'm using. -
There are some good things in the Tips & Tricks, but there are also some unnecessary fluff. There's the repeated bit of code that @Robro33 pointed out (as well as the unnecessary braces in that code).welp that seems to have fixed it lol... tho that does make me wonder why Yanfly had that in the Stockpile tips and tricks if you don't need it.
There's also the atrocity that is the Actor Transformation tip, which has whole swaths of extra variables that have absolutely nothing to do with the tip and aren't used in it at all :guffaw: -
lol I'm learning things today it seems... as usual tho, the forums have saved the day, and alerted me to code sometimes not being necessary in what it's being used for.There's also the atrocity that is the Actor Transformation tip, which has whole swaths of extra variables that have absolutely nothing to do with the tip and aren't used in it at all :guffaw:
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I mean, the very existence of this thread should tell you that Yanfly made a lot of mistakes.lol I'm learning things today it seems... as usual tho, the forums have saved the day, and alerted me to code sometimes not being necessary in what it's being used for.
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Updated with a fix for Yanfly's Passive Auras - thanks to @Robro33 for mentioning the problem!
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Hello, having a problem with YEP's Instant Cast and MOG's Consecutive Battle (unofficial link) Plugins.
The fix @ATT_Turan provided for YEP's Instant Cast when it comes to the next battle freezing works normally, however I noticed using it in combination with consecutive battles utilizing MOG's plugin causes the issue to persist after it transfers to the next troop in succession. Would a workaround regarding this be possible?
I'm aware it's a specific type of error and MOG's plugins aren't usually compatible with YEP's, though I would imagine it would've worked normally if not for the error in the Instant cast plugin. -
@Neutrality Are you using that edited version you linked to, or the actual MV plugin?