YEP Battle Status Window Extension

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Started by DreamX 218 posts Page 2 of 11 View original ↗
  1. DreamX said:
    The default without any plugins is to also show only one row.


    But showing more than one row is a good idea so I made a new parameter for icons height. If it is an integer multiple higher than 1 of the icon height, then more than one row will be shown. For example, with the default icon height, if you wanted to show 2 rows, you'd use 64. For 3 rows, 96, etc. I've made sure it's compatible with Yanfly's turn/counters/buff rate text on the icon from their Buff States Core plugin.


    View attachment 44263

    Perfect, just what I was looking for. :)
  2. Having an issue where it seems like it only displays 3 icons. It's interesting because default RMMV only shows 2 icons, so it's clear that SOMETHING is happening, but it's just... not going beyond 3. Very strange.


    http://imgur.com/Wa4Jwz5
  3. Crysillion said:
    Having an issue where it seems like it only displays 3 icons. It's interesting because default RMMV only shows 2 icons, so it's clear that SOMETHING is happening, but it's just... not going beyond 3. Very strange.


    http://imgur.com/Wa4Jwz5

    Please post the icons parameter settings you're using.
  4. I just checked something. It's an incompatibility with this script.


    Removing this script resolves the issue, but it's difficult because I actually really need this script. I suppose it would be out of place to ask you if there's any way you can make it compatible. Your script is not the problem, it seems.
  5. Crysillion said:
    I just checked something. It's an incompatibility with this script.


    Removing this script resolves the issue, but it's difficult because I actually really need this script. I suppose it would be out of place to ask you if there's any way you can make it compatible. Your script is not the problem, it seems.

    I've actually done a lot of compatibility patches, so it's not out of place. I'll see what I can do to make it compatible. Stay tuned


    @Crysillion I should note that YEP Buff States Core is likely to be able to do most or all of what States EX offers.
  6. If it helps at all, I know that script overrides Yanfly's numbering, where it only shows numbers on an icon if it's a stack of the state, and not the turn duration. I was pretty much okay with this, but it had me a bit worried that it may very well be an incompatibility with one of Yanfly's scripts at its core. I really didn't mind losing the turn duration counter, but I wouldn't be too surprised if it's hand-in-hand with something a bit more deep than just a visual.
  7. Crysillion said:
    If it helps at all, I know that script overrides Yanfly's numbering, where it only shows numbers on an icon if it's a stack of the state, and not the turn duration. I was pretty much okay with this, but it had me a bit worried that it may very well be an incompatibility with one of Yanfly's scripts at its core. I really didn't mind losing the turn duration counter, but I wouldn't be too surprised if it's hand-in-hand with something a bit more deep than just a visual.

    Would you consider using Buff States Core instead? There's a lot you can do with it, including stacking stuff.
  8. I actually tried that first! In fact, a long time ago, Hime actually made a script called Placeholder States because I asked about this a long time ago and it didn't really seem to exist. Placeholder States didn't seem to be working for some reason. I came across someone saying, perhaps a bit snarkily, that Yanfly's Buffs and States Core can do the same thing, but I could never figure out how, because I'm trying to do a system where some buffs and debuffs can "stack" upwards of 10 times. I originally just made different icons for each state that had the number built into the icon itself so it wouldn't conflict with YF's turn counter, but yeah... I just couldn't figure it out, and YF's a busy person to be asking.
  9. Crysillion said:
    I actually tried that first! In fact, a long time ago, Hime actually made a script called Placeholder States because I asked about this a long time ago and it didn't really seem to exist. Placeholder States didn't seem to be working for some reason. I came across someone saying, perhaps a bit snarkily, that Yanfly's Buffs and States Core can do the same thing, but I could never figure out how, because I'm trying to do a system where some buffs and debuffs can "stack" upwards of 10 times. I originally just made different icons for each state that had the number built into the icon itself so it wouldn't conflict with YF's turn counter, but yeah... I just couldn't figure it out, and YF's a busy person to be asking.

    This forum section is really good for getting Yanfly plugin help from other users of it


    http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/


    Try that out - there's a lot of benefit from using a plugin that is more likely to be compatible (yanfly plugins are ubiquitous)


    If you still run into trouble getting help I'll try to cook some javascript code up to help you.
  10. I appreciate the support, but I ultimately moved on because I tried coding it in a few different ways and the results were always either the state not "stacking", or the state immediately "stacking".


    It was a lot of if and else statements, and the end result was always a case of... It starts at State 81, and for the stacks, goes through 82, 83, 84, 85, 86, 87, 88, 89, and 90, for a total of 10 stacks. So, it ran a check in the state notetag box. If State 81 actor is affected, apply State 82, else apply State 81. What would happen is that it'd always apply State 81, never State 82.


    Alternatively, with some other ways I ended up coding it in, it would always jump straight to State 82 and skip State 81 completely. I couldn't even begin to wrap my head around doing 10 stacks instead of just those 2 to begin with, especially with having 2 alone proved to be buggy as is.
  11. Crysillion said:
    I appreciate the support, but I ultimately moved on because I tried coding it in a few different ways and the results were always either the state not "stacking", or the state immediately "stacking".


    It was a lot of if and else statements, and the end result was always a case of... It starts at State 81, and for the stacks, goes through 82, 83, 84, 85, 86, 87, 88, 89, and 90, for a total of 10 stacks. So, it ran a check in the state notetag box. If State 81 actor is affected, apply State 82, else apply State 81. What would happen is that it'd always apply State 81, never State 82.


    Alternatively, with some other ways I ended up coding it in, it would always jump straight to State 82 and skip State 81 completely. I couldn't even begin to wrap my head around doing 10 stacks instead of just those 2 to begin with, especially with having 2 alone proved to be buggy as is.

    Buffs/states core has a built in counter function, you can use one state to keep track of the 'stacks' of it, and deal damage based on the stack size. I have a damaging state called Touch of Death that deals increasing damage every turn by increasing the stack count every turn, and dealing damage based on that stack count.

    Spoiler
    <Custom Turn End Effect>
    this.addStateCounter(32, 1);
    if (this.getStateCounter(32) > 12){
    this.setStateCounter(32, 12)}
    var ele = 1
    var rnd = 20
    var reduction = (100 / (100 + (this.def / 2)))
    var formula = Math.round((origin.atk * this.getStateCounter(32)) * reduction);
    var total = RamzaDoTMath(formula, ele, rnd, this);
    this.gainHp(-total);
    this.startDamagePopup();
    if (this.isDead())
    {
    this.performCollapse();
    }
    </Custom Turn End Effect>
    <Custom Leave Effect>
    var ele = 1
    var rnd = 20
    var reduction = 1
    var formula = Math.round((origin.atk * 12) * reduction);
    var total = RamzaDoTMath(formula, ele, rnd, this);
    this.gainHp(-total);
    if (this.isDead())
    {
    this.performCollapse();
    }
    </Custom Leave Effect>

    Check the spoiler if you're interested in seeing what I did.
  12. ramza said:
    Buffs/states core has a built in counter function, you can use one state to keep track of the 'stacks' of it, and deal damage based on the stack size. I have a damaging state called Touch of Death that deals increasing damage every turn by increasing the stack count every turn, and dealing damage based on that stack count.



    Hmm, didn't know about that. It does not quite fix the issue I'm having, though, because the issue is actually two-fold. It's one that the states aren't stacking, and it's two that there's no visual indicator to let the player know how many stacks any one thing currently has.


    My original fix was just to make several states, using iconswith the numbers built in, like this:  DyOBrDz.png

    This gave room for YF's turn counter, it was clean, and I didn't mind going through the process of doing it. I could set what each state did specifically, just in case I didn't want a linear path in the stacking, and it was great. I had a plugin in VXA that did exactly this, but the developer hasn't done anything for MV, sadly.

    Everyone tells me that it's definitely possible in YF's Buffs and States core, but I've tried to make that happen, as you can see here: 





    The idea of if and else statements for applying states isn't working, and I cannot for the life of me figure out why.
  13. @Crysillion If you want reapplying the state to add a stack, you'd need to use the <Custom Apply Effect> lunatic code to achieve that.


    In my example above, the stack increases at the end of every turn, but to change it so that re-applying adds a stack instead would be as simple as putting in the following:


    <Custom Apply Effect>
    target.addStateCounter(32, 1);
    </Custom Apply Effect>


    and then modifying the turn end effect in my above code to remove that stack add function. (and of course, modifying the damage formula as you see fit).


    edit: you can also add if...then logic to set the state to 10 if it goes above 10, to your liking.
  14. In my post, it shows I did use <Custom Apply Effect>.


    Using the state counter sounds like a complicated process, and I'm not entirely sure it could work in a sense of replacing states.


    Something like addStateCounter(81, 1); would add a counter to State 81, but then it'd run a check in that if you had 2 points in the counter, it'd replace the state with 82, if you had 3 points, it'd replace the state with 83, and if the most recently applied state runs out, it resets the counter.


    I can wrap my head around how to reset the counter by having a custom remove effect going on, I can wrap my head around the initial application process of adding 1 to the counter, but I can't wrap my head around the actual meat of the code, or how it would work.
  15. Crysillion said:
    In my post, it shows I did use <Custom Apply Effect>.


    Using the state counter sounds like a complicated process, and I'm not entirely sure it could work in a sense of replacing states.


    Something like addStateCounter(81, 1); would add a counter to State 81, but then it'd run a check in that if you had 2 points in the counter, it'd replace the state with 82, if you had 3 points, it'd replace the state with 83, and if the most recently applied state runs out, it resets the counter.


    I can wrap my head around how to reset the counter by having a custom remove effect going on, I can wrap my head around the initial application process of adding 1 to the counter, but I can't wrap my head around the actual meat of the code, or how it would work.

    The thing is, there's no reason to replace the state with a new one at all if you're using the counter. I answered your post in the other forum as well, with an exact copy-paste of what you'd do to cause a state that increases stacks when you reapply it, and does increased damage per stack. If you want the state to be doing hp% damage, you can also modify the state code I gave you to include that as well (like the default states that do damage), and still scale off the number of stacks.
  16. ramza said:
    The thing is, there's no reason to replace the state with a new one at all if you're using the counter. I answered your post in the other forum as well, with an exact copy-paste of what you'd do to cause a state that increases stacks when you reapply it, and does increased damage per stack. If you want the state to be doing hp% damage, you can also modify the state code I gave you to include that as well (like the default states that do damage), and still scale off the number of stacks.



    Absolutely, but I run into an issue when I want actual stat-enhancing buffs or stat-decreasing buffs to stack, as well. I know of the code you wrote, and I appreciate the time you're taking out to try and help me. Don't get me wrong, it does mean a lot to me that you're going out of your way to do this, it's just that the code you provided is great for damaging-effects like Poison, Bleed, or whatever else can be thought up, and that's awesome, but when I say it doesn't solve the issue I'm having, I'm being legitimate, in that I'll want it so some buffs and debuffs, in general, also stack. I'm not sure how to do that with your code.


    The other thing is that there's no visual indicator attached to your code. The player doesn't know if it's on its first stack, second stack, fifth stack, or anything, because there's no easy way to see it. This is why some kind of way to change the state itself so that the icon can more accurately reflect how far down the road it is is ideal.
  17. Crysillion said:
    The other thing is that there's no visual indicator attached to your code. The player doesn't know if it's on its first stack, second stack, fifth stack, or anything, because there's no easy way to see it. This is why some kind of way to change the state itself so that the icon can more accurately reflect how far down the road it is is ideal.

    Actually, the state should show counters right on the icon. I don't even see an option to turn that on/off.


    statecounter.PNGx6.png


    You're correct in that this method doesn't lend itself very well to buffs or debuffs, I'm actually not even sure how to raise or lower a parameter via a script, so I wouldn't be able to do this in a state. I think what we would want to do is make the stacking state that is being applied by the actual skill be invisible, and have it add a second state depending on how many stacks it has when it is reapplied (and remove the previous one). I'll try to figure it out in a little while and see what I can come up with.


    It's no trouble at all helping you, of course, although this is making DreamX's plugin post go off-topic a bit. We should maybe continue this discussion somewhere else (shameless plug).
  18. Can we include custom graphics? like hp bars and stuff
  19. Is it possible to:


    1. Split the window containing all actors into a small window per actor?


    2. So the faces of the actor react when hit and stuff?


    Loving your extension btw :)
  20. @DreamX Could you please give me a headstart on how to set it up vertically? To be more precise, there will be 3 party members only in a battle, the window will be on the right of the screen and I should be able to do the rest :p  


    To be more precise again:


    - The window will be vertical


    - 3 party members only


    - The window takes up the right of the entire screen


    - Width will be the same as 1 actor's Width


    I just need a little help here :p