[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 142 of 309 View original ↗
  1. Cel said:
    You're using the CTB plugin Yanfly made right? Within that plugin's settings there's a part where you can define a full turn. In my case it's set to:


    Math.min(200, BattleManager.lowestBaseAgi() * 8)


    Now make sure your states are set to have a similar turn duration. Within Yanfly's Battle Engine Core there's a bunch of settings for states, one of them is Turn Time. You can define how long a "state turn" is in there, pretty much. I've set mine to 500, but you can set it to anything and just test it in battle to make sure turns feel "just long enough" when it comes to states. 


    If you use Yanfly's Buffs/States Core you can enable turn timers on your states, which makes it easier to track how fast their turns fall off.


    I might be wrong about the mechanics, but from just messing with the numbers some I've reached a point where states last just long enough to match a character with average speed's turn. So just experiment with the numbers for a bit and I'm sure you'll reach good results soon.



    I uh... Don't understand? Like, any of that? Why doesn't it just count each character's action as a turn? That seems needlessly convoluted and I don't have any idea how I'm supposed to figure out what to set everything as.
  2. DaniAngione said:
    Hey there :)


    Two things:


    1- Bug Report (I think)


    Plugin: YEP_X_ActorVariables


    Error & How to Reproduce: I created a Variables page using the plugin (and gave it the name "Stats" using the plugin params). I wanted it to come before the General page, however, so I went to YEP_StatusMenuCore and edited the respective parameter to be like this:



    VARIABLES GENERAL ELEMENTS ...


    But when I tried to test it, the "Stats" command did exist but was showing the same screen as the General page. I've tested several times but the only time I could make the Variables page appear and work properly was using the word "Custom" on the YEP_StatusMenuCore ordering parameter. But "Custom" also brings forth other two pages I didn't want at the top (Statistics and Profile), so I went to check the script...


    Problem & Fix (?): I'm still learning the basics on Javascript, but I decided to look for the function that created the CommandWindow commands so I could check out why it would only work when using the "Custom" word and not "Variables".


    When I found them, I noticed that there were 2 functions, one checking for each word, but their actions to create the command were different. On line 323, I found the creation of the command for when the word "Custom" is used:



    this.addCommand(text, 'actorVariables', true);


    And on line 311, a little above, I found the same command for when "Variables" is used... It is slightly different, though:



    this.addCommand(text, 'Variables', true);


    I've then changed the 'Variables' part to 'actorVariables', like on line 323, and when I tested it worked fine. So I asume it's just a little typing mistake, not really a bug :D  Or perhaps I messed it all up but somehow it ended up working? :p  Anyway, I hope it helps :3


    2- Request/Help wanted 


    The second thing now... I'd really appreciate if someone could help me with this one :)


    Like stated above, I'm still trying to figure out Javascript and so far I have not been able to accomplish what I'm trying. It's supposedly simple (I guess) but I can't make it work >.<


    I'm using both YEP_ClassChangeCore and YEP_X_Subclass on my "learning project". I've decided to create characters with fixed main classes and variable subclasses (like 'jobs') that change according to the weapon you equip. So no manual class changes here. I blocked the player's ability to change class manually through the Plugin Params but now I need to create a note for Items (specifically Weapons) to change the subclass when equipped. Something lik <Change Subclass: x>


    I'm having a tough time understand how to edit/create notes, however. There's already a change subclass function on the script, it's called through plugin commands, though :(


    I'd need it called by a Weapon note and without needing to specify the actor (being the actor the one who equips the weapon). Would it be much trouble?


    I'd really appreciate any help or advice!


    Thanks,


    Dani



    Ah, you're right. That was a mistake on my part. I'll get that updated for tonight! Thanks for the catch!


    As of now, there's currently nothing that prompts code to be ran when equipping a piece of gear. The best way as of current is to have it change subclasses is via parallel process and plugin commands after checking the weapon equipped.

    HeroicJay said:
    BTW, Yanfly, is there any noteworthy difference between Turn Start and Action Start for states under CTB? There doesn't appear to be. I've actually modified when battler.onTurnStart() is called due to this, so Turn Start actually causes states to wear off at, y'know, the start of a battler's turn instead of their action.



    Turn Start triggers once per turn. Action Start triggers once per action. Under default circumstances, you wouldn't experience anything different. However, in the event of an Instant Skill, it will trigger Turn Start the first time but not the next action after. For Action Start, it triggers each action.


    However, seeing as this is a topic of confusion for many, I'm considering moving the timing to when the action window first appears. :/

    Little Paw said:
    Everything you've been asking



    First off, do you have all the plugins updated? If you left it as default and it ends right away, then most likely you haven't. Go check to see if your Battle Engine Core is up to date as well as everything else. http://yanfly.moe/yep/changelog/ 
  3. There's a difference between actions and turns. With a CTB system, an actor has their own "turn timer" more or less, which means that something that lasts, say, 4 turns, can last for more or less than 4 actions depending on the actor's speed value. If you want a turn to just be a turn, with everyone acting once a turn, just use the default battle system instead of CTB.
  4. Yanfly said:
    Ah, you're right. That was a mistake on my part. I'll get that updated for tonight! Thanks for the catch!


    As of now, there's currently nothing that prompts code to be ran when equipping a piece of gear. The best way as of current is to have it change subclasses is via parallel process and plugin commands after checking the weapon equipped.


    Turn Start triggers once per turn. Action Start triggers once per action. Under default circumstances, you wouldn't experience anything different. However, in the event of an Instant Skill, it will trigger Turn Start the first time but not the next action after. For Action Start, it triggers each action.


    However, seeing as this is a topic of confusion for many, I'm considering moving the timing to when the action window first appears. :/


    First off, do you have all the plugins updated? If you left it as default and it ends right away, then most likely you haven't. Go check to see if your Battle Engine Core is up to date as well as everything else. http://yanfly.moe/yep/changelog/ 



    Both the Battle Engine Core and the CTB are up to date. Only one that seems to be out of date is the Core Engine...

    Cel said:
    There's a difference between actions and turns. With a CTB system, an actor has their own "turn timer" more or less, which means that something that lasts, say, 4 turns, can last for more or less than 4 actions depending on the actor's speed value. If you want a turn to just be a turn, with everyone acting once a turn, just use the default battle system instead of CTB.



    But that's... stupid. Why is there a turn timer? Why isn't turn order simply determined by AGI and any modifications you may be making to a characters AGI and skills/items which force their turn to be moved forward/pushed back on the list? Again, it's needlessly complicated for what should be an extremely simple system.


    And no, that's NOT what I want, as the default system doesn't allow you to act out a command immediately.


    There must be some way to get this engine to function properly without this "turn timer" nonsense, so how do I do it?
  5. Little Paw said:
    But that's... stupid. Why is there a turn timer? Why isn't turn order simply determined by AGI and any modifications you may be making to a characters AGI and skills/items which force their turn to be moved forward/pushed back on the list? Again, it's needlessly complicated for what should be an extremely simple system.


    And no, that's NOT what I want, as the default system doesn't allow you to act out a command immediately.


    There must be some way to get this engine to function properly without this "turn timer" nonsense, so how do I do it?



    Because you can set things to follow the turn timer OR actor actions. If you want it to only react to how many times an actor has acted, make it action based instead. If you just want everyone to act instantly always without any parameters affecting how often they move, I guess you could just not make their turn speed scale with a stat. But that defeats the purpose of CTB in the first place, I feel...


    Turn order is, by default, determined by AGI and any modifications you make to AGI moves their order. That's how the default system works. But it doesn't let your characters act the instance you pick an ability, unfortunately. As for CTB, more AGI also means more actions per turn. This isn't stupid. This is an intended feature and a big reason a lot of people use CTB systems, me included.


    You want a normal turn based system with actions carried out instantly, right? Maybe you should look into another system than CTB then, or maybe try to code one yourself. Either way you're coming off as kind of rude calling a very useful system stupid because it doesn't fill your exact needs.
  6. Cel said:
    Because you can set things to follow the turn timer OR actor actions. If you want it to only react to how many times an actor has acted, make it action based instead. If you just want everyone to act instantly always without any parameters affecting how often they move, I guess you could just not make their turn speed scale with a stat. But that defeats the purpose of CTB in the first place, I feel...


    Turn order is, by default, determined by AGI and any modifications you make to AGI moves their order. That's how the default system works. But it doesn't let your characters act the instance you pick an ability, unfortunately. As for CTB, more AGI also means more actions per turn. This isn't stupid. This is an intended feature and a big reason a lot of people use CTB systems, me included.


    You want a normal turn based system with actions carried out instantly, right? Maybe you should look into another system than CTB then, or maybe try to code one yourself. Either way you're coming off as kind of rude calling a very useful system stupid because it doesn't fill your exact needs.



    I don't think you're understanding what I'm saying...


    I'm saying that including a timer of sorts is pointless because AGI should determine the turn order anyway. Of course having more AGI makes you get more turns, which is obviously intended, but what do you need a timer for to achieve that? It makes no sense.
  7. Because -turns- and -actions- are separate happenings. If everyone has their own turn speed and there's no base turn in the background how would you define when a global/multitarget state would end? How would you define when a turn-based event would happen?
  8. Little Paw said:
    Both the Battle Engine Core and the CTB are up to date. Only one that seems to be out of date is the Core Engine...


    But that's... stupid. Why is there a turn timer? Why isn't turn order simply determined by AGI and any modifications you may be making to a characters AGI and skills/items which force their turn to be moved forward/pushed back on the list? Again, it's needlessly complicated for what should be an extremely simple system.


    And no, that's NOT what I want, as the default system doesn't allow you to act out a command immediately.


    There must be some way to get this engine to function properly without this "turn timer" nonsense, so how do I do it?


    Little Paw said:
    I don't think you're understanding what I'm saying...


    I'm saying that including a timer of sorts is pointless because AGI should determine the turn order anyway. Of course having more AGI makes you get more turns, which is obviously intended, but what do you need a timer for to achieve that? It makes no sense.



    Assuming you have altered nothing else in regards to the guard state and the guard effect ends abruptly, then either your AGI values are too low or your tick settings are too low. Either way, it seems to me that you don't understand the fundamental aspect of tick-based battle systems versus turn-based battle systems judging by your words "But that's... stupid. Why is there a turn timer?" As that is the case, then this plugin isn't for you and I recommend that you don't use it. As a developer, it won't look good for your players if you don't understand the core of your game's battle engine.
  9. Yanfly said:
    Assuming you have altered nothing else in regards to the guard state and the guard effect ends abruptly, then either your AGI values are too low or your tick settings are too low. Either way, it seems to me that you don't understand the fundamental aspect of tick-based battle systems versus turn-based battle systems judging by your words "But that's... stupid. Why is there a turn timer?" As that is the case, then this plugin isn't for you and I recommend that you don't use it. As a developer, it won't look good for your players if you don't understand the core of your game's battle engine.



    This plugin would be for me if you could make it work sensibly. As it stands, apparently, you have it working using some sort of very bizarre and nonsensical system when it can and should be much more simple.
  10. ...The plugin makes perfect sense as a CTB system. You're just picking fights at this point since you can't admit that you're the one not getting it, and would rather just blame a plugin that does exactly what it advertises for your lack of understanding.
  11. Little Paw said:
    This plugin would be for me if you could make it work sensibly. As it stands, apparently, you have it working using some sort of very bizarre and nonsensical system when it can and should be much more simple.

    Dude, do you have any idea how dickish this sounds? Tick-based battle systems like Yanfly made are perfectly sensible, well documented and well accepted in the indie development community. The fact that you pick a fight with Yanfly simply because YOU don't understand how a plugin works is childish, and because Yanfly delivers all his great work freely to us, egoistic. It's up to you to learn to work with the tools Yanfly provides you with. If you don't or can't, move on and shut up.
  12. gRaViJa said:
    Dude, do you have any idea how dickish this sounds? Tick-based battle systems like Yanfly made are perfectly sensible, well documented and well accepted in the indie development community. The fact that you pick a fight with Yanfly simply because YOU don't understand how a plugin works is childish, and because Yanfly delivers all his great work freely to us, egoistic. It's up to you to learn to work with the tools Yanfly provides you with. If you don't or can't, move on and shut up.



    Except it seems that no one else seems to understand a very important thing.


    CTB IS NOT SUPPOSED TO BE A "TICK-BASED" BATTLE SYSTEM


    Tick-based is ATB. CTB is NOT supposed to be ATB. It is not supposed to be similar to ATB in any way, shape or form. If Yanfly has programmed the battle system to be tick-based, then he has programmed it wrong. CTB is supposed to be a very simple battle system which has no native effects other than making actors act immediately when their turn comes up on the turn order as determined by their AGI stat, or by effects of battle. It isn't supposed to have ticks at all. It is a turn-based, and doing it otherwise fails to emulate the battle systems it is supposed to be emulating.
  13. Tick-based isn't ATB. Tick-based is tick-based. ATBs run on ticks as well, and they happen nonstop, "ticking down" until someone gets to act, right? Which is what a CTB does as well, except the ticks "jump".


    Say actor 1 has 40 ticks until they get to act, enemy 1 has 130 and actor 2 has 175. The system immediately subtracts 40, putting them at 0, 90 and 135. Actor 1 acts. Actor 1 is placed back in the queue at his base of, say, 150. The system checks the next viable character, subtracts 90 in this case, putting everyone at 0, 45 and 60. And so on and so forth.


    That's what a CTB system does. This is not ATB, but it is closely related in how it handles turn order. If you just want instant actions on selections, everyone acting once per turn, you should be looking for another system. If you want an example of a CTB system working -exactly- like this one does, look at Final Fantasy X. Instant and tick based. Hell, just google CTB system RPG and you can read about FFX as an example, talking about how it's closely related to, but not exactly the same as, ATB systems.
  14. Cel said:
    Tick-based isn't ATB. Tick-based is tick-based. ATBs run on ticks as well, and they happen nonstop, "ticking down" until someone gets to act, right? Which is what a CTB does as well, except the ticks "jump".


    Say actor 1 has 40 ticks until they get to act, enemy 1 has 130 and actor 2 has 175. The system immediately subtracts 40, putting them at 0, 90 and 135. Actor 1 acts. Actor 1 is placed back in the queue at his base of, say, 150. The system checks the next viable character, subtracts 90 in this case, putting everyone at 0, 45 and 60. And so on and so forth.


    That's what a CTB system does. This is not ATB, but it is closely related in how it handles turn order. If you just want instant actions on selections, everyone acting once per turn, you should be looking for another system. If you want an example of a CTB system working -exactly- like this one does, look at Final Fantasy X. Instant and tick based. Hell, just google CTB system RPG and you can read about FFX as an example, talking about how it's closely related to, but not exactly the same as, ATB systems.



    But... That's wrong. That's just wrong. FFX doesn't work that way at all. It just doesn't.


    Again, by doing it in this manner, it has needlessly complicated a simple process and made it difficult for users to actually work with.
  15. Little Paw said:
    But... That's wrong. That's just wrong. FFX doesn't work that way at all. It just doesn't.


    Again, by doing it in this manner, it has needlessly complicated a simple process and made it difficult for users to actually work with.

    Look up ffx. It does do it that way, and it has been documented time and again by many coders.
  16. @Little Paw, just out of curiosity, are you confusing the CTB abbreviation as 'classical turn-based' as opposed to Yanfly's CTB as 'charge turn battle' which uses the concept @Cel mentioned? It might explain why you're having difficulty understanding why Yanfly's CTB battle system is indeed working as it should.
  17. Susan said:
    @Little Paw, just out of curiosity, are you confusing the CTB abbreviation as 'classical turn-based' as opposed to Yanfly's CTB as 'charge turn battle' which uses the concept @Cel mentioned? It might explain why you're having difficulty understanding why Yanfly's CTB battle system is indeed working as it should.



    I am actually thinking the same thing. If that is not what @Little Paw is actually thinking about, he must have misunderstood how CTB system work, or just thought of another system? *shrugs*
  18. Susan said:
    @Little Paw, just out of curiosity, are you confusing the CTB abbreviation as 'classical turn-based' as opposed to Yanfly's CTB as 'charge turn battle' which uses the concept @Cel mentioned? It might explain why you're having difficulty understanding why Yanfly's CTB battle system is indeed working as it should.



    I know exactly what I am talking about.
  19. Tips & Tricks - Sacrificial Bolt










    From Dragon's Dogma, the Sacrificial Bolt is a skill that kills off a random pawn to deal damage to a foe. If that were to be remade in RPG Maker MV, the skill effect would be to sacrifice a random ally to deal damage to a foe. The damage dealt and such would be based off of the sacrificed ally's stats!


    Copy and Paste Code here: http://yanfly.moe/2016/03/16/tips-tricks-sacrificial-bolt/