@Yanfly having a little trouble with the Event Chase/Stealth plugin. There's a couple of edge-cases I'd like to know if I need to flat-out avoid in my level design or if I'm doing something wrong with the configuration of the script.
When I get into a situation like this (where A is the Player, W is a two-unit-high wall, and * is the chasing event):
[A] [W] [*]
then the chasing event gets locked up (clarification: doesn't move either up or down towards the player). Is that a problem in my settings or a problem with the pathfinding script? Is there a way I can tell it to take more time to calc an optimal route for my scenes since I have very few events which need to run this script - or is the problem more easily solved/avoided by simply never having blocks in the middle of hallways?
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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Thanx for the help, i completely forgot to update the rpg_x.js files
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@Yanfly having a little trouble with the Event Chase/Stealth plugin. There's a couple of edge-cases I'd like to know if I need to flat-out avoid in my level design or if I'm doing something wrong with the configuration of the script.
When I get into a situation like this (where A is the Player, W is a two-unit-high wall, and * is the chasing event):
[A] [W] [*]
then the chasing event gets locked up (clarification: doesn't move either up or down towards the player). Is that a problem in my settings or a problem with the pathfinding script? Is there a way I can tell it to take more time to calc an optimal route for my scenes since I have very few events which need to run this script - or is the problem more easily solved/avoided by simply never having blocks in the middle of hallways?
You mean, the event doesn't chase the player properly? If so, then yes, that's an issue with the inherent pathfinding with the RPG Maker MV source. :/ It's not exactly the brightest but I've been meaning to fix that so I'll get something fixed for it soon. :) -
You mean, the event doesn't chase the player properly? If so, then yes, that's an issue with the inherent pathfinding with the RPG Maker MV source. :/ It's not exactly the brightest but I've been meaning to fix that so I'll get something fixed for it soon. :)
I'm looking forward to this! :D -
Battle Engine Core >> Counter Control
Features and How to Use
The default counterattack trait in RPG Maker MV doesn't give many options for the developer. It's a skill that flatout cancels out the physical skill of the attacker by evading it and then producing a normal attack from the counterattacker. This plugin will give you more control over how counters work in the sense that you can choose to have the counter connect first before allowing the counter skill to proc.
Plugin and Instructions: http://yanfly.moe/2016/03/11/yep-82-counter-control/ -
I smell the ability to make a Shield Bash or Parry skill for my Knight class with this one!
Also, I just had this thought come to me: Combining Weapon Unleash with Counter Control! Aw man, that'd be cool! You wouldn't know what to expect, then! -
Question!
What should I do to make a character change, the normal attack animation?
Example, X character attacks and the animation is Slash Physical, then he uses a skill which grants him the Fire element in his attacks he attacks again and then the animation should be Slash Fire, how should I do that?
Or is not possible? -
you would need a whole nothe plug in for that emel..... and yanfly doesnt take requests on this topic
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Question!
What should I do to make a character change, the normal attack animation?
Example, X character attacks and the animation is Slash Physical, then he uses a skill which grants him the Fire element in his attacks he attacks again and then the animation should be Slash Fire, how should I do that?
Or is not possible?
This will require the Weapon Unleash plug-in, two new skills and one new state.
First, you're going to make a new skill that handles the damage portion of this. We'll call it Fire Slash for now. Make sure you remember which skill # is associated with it. To make it simple, copy and paste your standard attack, then just change the element from Normal Attack to Fire, and the Animation from Normal Attack to Slash Fire.
Second, we're going to make a new state. Create a state, we'll call it Fire Slash, in the Note section, type in <Replace Attack: x> where x is the skill # of Fire Slash. If you want it to wear off after a certain amount of turns, don't forget to change the Auto-removal Timing to Turn End, and then change the Duration in Turns to what you want.
Finally, go make a new skill, we'll also call it Fire Slash, and under effects, enable Add State with the state you just made at 100%. Don't forget to add this skill to your class skill list! -
It works perfectly with me. Can you post a screenshot of your skill ? (the one that's unleashed) or/and of your weapon ?
Sorry for my late reply..
Haven't open rpgmakerweb lately.
This is my screenshot:
Actually I'm using states to do the unleashed skill.
Here is the state I'm using for doing unleashed skill
I really don't see what I'm doing wrong here. But as you can see, when the Rage Attack was triggered, it only attack single enemy not entire enemies.
EDIT: I found something strange, when my character is in Berserk state / Restriction:Attack an enemy (When you cannot control your character and your character only attacks your enemy), I found that the weapon unleash that should damage all enemies only target a single enemy but when my character is in normal state, everything works fine. -
Sorry for my late reply..
Haven't open rpgmakerweb lately.
This is my screenshot:
Spoiler
Actually I'm using states to do the unleashed skill.
Here is the state I'm using for doing unleashed skill
Spoiler
I really don't see what I'm doing wrong here. But as you can see, when the Rage Attack was triggered, it only attack single enemy not entire enemies.
EDIT: I found something strange, when my character is in Berserk state / Restriction:Attack an enemy (When you cannot control your character and your character only attacks your enemy), I found that the weapon unleash that should damage all enemies only target a single enemy but when my character is in normal state, everything works fine.
There's the problem. Berserk and confuse states enforce regular attacks only. -
There's the problem. Berserk and confuse states enforce regular attacks only.
Is there any way to bypass this? -
This will require the Weapon Unleash plug-in, two new skills and one new state.
First, you're going to make a new skill that handles the damage portion of this. We'll call it Fire Slash for now. Make sure you remember which skill # is associated with it. To make it simple, copy and paste your standard attack, then just change the element from Normal Attack to Fire, and the Animation from Normal Attack to Slash Fire.
Second, we're going to make a new state. Create a state, we'll call it Fire Slash, in the Note section, type in <Replace Attack: x> where x is the skill # of Fire Slash. If you want it to wear off after a certain amount of turns, don't forget to change the Auto-removal Timing to Turn End, and then change the Duration in Turns to what you want.
Finally, go make a new skill, we'll also call it Fire Slash, and under effects, enable Add State with the state you just made at 100%. Don't forget to add this skill to your class skill list!
First of anything THANK YOU! I didn't know Weapon Unleash could be used like that, is not a Plug-In that interest me inthe first place so I didn't even read what could it do.
Second I have a questio with this.if anyone know how to make it work.
<Custom Show Eval>
if ( variable 1 >= 20 ) { <---------- Basically I want to make a character "Learn" skills by contantly use another skill to do that I want to hide the skill with the use of an In
visible = true; game variable that rises each time the character uses the previous skill. however as my Java-fu is really like really poor I don't know how...
} else {
visible = false;
}
</Custom Show Eval>
Again thank you to all. :D -
So, I just realized something that may confuse players. The optimize option in the equip doesn't actually take into consideration the notetag things and adjustments that they do to the equipment, treating them as if they'd not exist. For example, Hestia Knife done via the tips and tricks would if using optimize would be replaced by the regular Plain sword since it had 1 atk more at first level but now 50 lvls later and despite Hestia Knife being a lot stronger, optimize still considers Plain sword better.
The equipment scene in shop menu would also consider when buying Plain Sword to have better attack than having equipped Hestia Knife on lvl 50 character and would display the + value incorrectly based on Hestia's 1st lvl stats.
This was just one example but I am sure it would affect very many equipment that utilize notetags. -
Tips & Tricks - Thornmail
The Thornmail is a unique piece of armor in League of Legends. It inflicts recoil damage to anyone who physically attacks its user. This kind of effect can be recreated in RPG Maker MV along with the bonus damage effect involving the wearer's DEF value.
You can grab the copy and paste here:
Yanfly.moe: http://yanfly.moe/2016/03/12/tips-tricks-thornmail/ -
So, I just realized something that may confuse players. The optimize option in the equip doesn't actually take into consideration the notetag things and adjustments that they do to the equipment, treating them as if they'd not exist. For example, Hestia Knife done via the tips and tricks would if using optimize would be replaced by the regular Plain sword since it had 1 atk more at first level but now 50 lvls later and despite Hestia Knife being a lot stronger, optimize still considers Plain sword better.
The equipment scene in shop menu would also consider when buying Plain Sword to have better attack than having equipped Hestia Knife on lvl 50 character and would display the + value incorrectly based on Hestia's 1st lvl stats.
This was just one example but I am sure it would affect very many equipment that utilize notetags.
For what it's worth, it's due to the way the default MV source code optimize command functions. It calculates based on the total parameters values rather than the bonuses after equipping. It's done this way to maintain performance and speed. -
yes i can finally recreate the spiked armor from dragon quest (who btw for those who dont know was the first game ever to have an armor with this effect.... also alot of the effects of that are tips and tricked from LoL was first done in dragon quest....)
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For what it's worth, it's due to the way the default MV source code optimize command functions. It calculates based on the total parameters values rather than the bonuses after equipping. It's done this way to maintain performance and speed.
But is it something that can be fixed with a plugin and still possibly maintain the performance and speed? -
For what it's worth, it's due to the way the default MV source code optimize command functions. It calculates based on the total parameters values rather than the bonuses after equipping. It's done this way to maintain performance and speed.
I understand, but is there really no way to fix it? This could potentially even cause the entire optimize function to be rendered entirely pointless as it would always make the player wear non optimal gear or even worse, blame the makers for the game being op when the optimizer gives them inferior gear. In shop, it gives tons of misinformation to the player as well and this could lead to much player confusion and make them figure that the game is broken and that it's a bug. -
Love the new Tip and Trick, it's an effect I've been trying to figure out how to do for some time. My question about it is, and this is for anyone that knows Java, how would I add in a line to make the damage elemental? Also, would user.addStat() add a state to this? Thanks to the community for help on this.