[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 143 of 309 View original ↗
  1. Little Paw said:
    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.


    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.


    Little Paw said:
    I know exactly what I am talking about.



    The very concept of FFX's battle system stems from Final Fantasy Tactics' CTB. In fact, the original name of the FFT CTB is Clock Tick Battle system in the battle system developmental stages. A quick glance at the battle mechanic setup for the FFT CTB indicates strikingly high similarities to the FFX CTB: http://www.gamefaqs.com/ps/197339-final-fantasy-tactics/faqs/3876 In fact, FFX's CTB system would not work at all if it wasn't a tick-based, especially given the nature of delayable actions, delayable enemies, and altering the turn order. It's even stated here: http://finalfantasy.wikia.com/wiki/Battle_system#Conditional_Turn-Based_Battle 


    "The Conditional Turn-Based Battle system, or the Count Time Battle system in Japan, designed by Toshiro Tsuchida is used in Final Fantasy X. CTB is a turn-based system which does not operate in rounds, instead it uses an Act List that is affected through various means and thus does not guarantee that each participant in a battle will have an equal number of turns. Units with higher speed take more turns than slower ones, making speed more important than in other turn-based battle systems. Players can substitute party members mid-battle adding a new level of strategy."


    And considering other users have no problems with this concept except you, I'm lead to further believe this isn't the right plugin for you, as it is, according to your words "stupid" and "nonsense". I'm going to ask you to leave this thread because your toxic nature is unwelcoming and you're highly insulting. Should you need to find someone who's willing to cater to your exact demands (good luck), go post about it in the request forum: http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/ This isn't the right place. More than likely, a request like a battle system will not be taken for free so you're better off shelling real money in the classified section: http://forums.rpgmakerweb.com/index.php?/forum/79-classifieds-requests/
  2. Yanfly said:
    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/ 





    finally i can make the tyrant skill tree..... sacrifice allies to achieve victory 
  3. Is it possible to apply an Action Sequence to a state? Trying to make a Float state that allows you to be immune to Earth spells, but weaker to Thunder and possibly Ice, and I think it would be a cool effect if I could make it look like the character (at least if they're SV Actors anyway) is floating in midair while it's active.
  4. Little Paw said:
    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.



    Hey Little Paw, I'm asking you nicely to tone down your behaviour a bit, as it can be seen as attacking our users. Leave out language like "he has programmed it wrong" and "But that's just wrong." Just try not to sound like you're attacking people here :)
  5. Crimson Dragon Inc. said:
    finally i can make the tyrant skill tree..... sacrifice allies to achieve victory 

    Funnily enough, I actually made a skill that was called Betrayal in my test project that had you attack one of your allies and steal their HP (like half) and heal yourself.


    I made some good states and skills in that test project. Should get to recreating some of those...
  6. Little Adventurer said:
    Is it possible to apply an Action Sequence to a state? Trying to make a Float state that allows you to be immune to Earth spells, but weaker to Thunder and possibly Ice, and I think it would be a cool effect if I could make it look like the character (at least if they're SV Actors anyway) is floating in midair while it's active.



    Nope. Action Sequences are for actions only.
  7. Awww... oh well. Would have been a nice touch. Thanks!


    I'm assuming that no is the answer to my "auto dash boots" question as well?
  8. yanfly.... is your new target plug in thats coming out next month or the current target core required to make a skill that targets the whole party except the caster to drain life from them?
  9. Crimson Dragon Inc. said:
    yanfly.... is your new target plug in thats coming out next month or the current target core required to make a skill that targets the whole party except the caster to drain life from them?



    I believe the release schedule is as follow:


    18/03 - Area of Effect
    25/03 - Base Param Formula
    01/04 - Picture Common Events
    08/04 - Equip Skill Slots
    15/04 - Attachable Augments
    22/04 - Target Select
    29/04 - Item Disassemble


    Does not include the bonus goodies. ;)
  10. not what i was asking.....
  11. Crimson Dragon Inc. said:
    not what i was asking.....



    Whoops. I'm eating while browsing these forums. Sorry! xD


    I hope at least someone else will find it useful. :p
  12. Crimson Dragon Inc. said:
    not what i was asking.....

    The Target Core does have skill notetag for what you were asking, I believe it was


    <Target: All Allies Except User> 


    But check the help file anyway.
  13. As seen on Yanfly's blog:


    Though “Turn Start” isn’t exactly viable for tick-based battle systems like ATB and CTB, there are still niche uses for it,


    You really don't like doing it this way, do you? Seems to me, removing certain states (Guard comes to mind) before the actor's action window opens is exactly the way of doing it (since Turn End works so differently now - which it should; I'm not questioning that). That way, they stop doing their defending animation while you pick something else for them to do, which is exactly how it works in Final Fantasy X. It's not like Guarding in the actor's previous turn is going to matter in the current one, and it certainly LOOKS nicer. "Guard" is niche usage now?


    Now, granted, I had been paying little attention to my own Guard command (it was still set to Action End 2~2, which was extremely obsolete) before yesterday's argument (since I'm aiming for a demo release soon, maybe it's for the better the argument happened so I could catch it!), but I have another state that has a special exception written in by me to put the user in her chanting animation for one turn - not charging a spell, just using her otherwise-unused (she's not a magic user) chanting animation for a different purpose. That one looks much nicer if she stops doing it before the action window appears. I grant this one as a niche case, but it's really just "Guard" with different functionality.


    Oh, well, you did it anyway, so it's moot now. Just felt like giving my two cents.
  14. Crimson Dragon Inc. said:
    yanfly.... is your new target plug in thats coming out next month or the current target core required to make a skill that targets the whole party except the caster to drain life from them?



    It's in the help file...


     *   <Target: All Allies But User>
     *   This will target all friendly alive members except for the user.

    HeroicJay said:
    As seen on Yanfly's blog:



    Though “Turn Start” isn’t exactly viable for tick-based battle systems like ATB and CTB, there are still niche uses for it,


    You really don't like doing it this way, do you? Seems to me, removing certain states (Guard comes to mind) before the actor's action window opens is exactly the way of doing it (since Turn End works so differently now - which it should; I'm not questioning that). That way, they stop doing their defending animation while you pick something else for them to do, which is exactly how it works in Final Fantasy X. It's not like Guarding in the actor's previous turn is going to matter in the current one, and it certainly LOOKS nicer. "Guard" is niche usage now?


    Now, granted, I had been paying little attention to my own Guard command (it was still set to Action End 2~2, which was extremely obsolete) before yesterday's argument (since I'm aiming for a demo release soon, maybe it's for the better the argument happened so I could catch it!), but I have another state that has a special exception written in by me to put the user in her chanting animation for one turn - not charging a spell, just using her otherwise-unused (she's not a magic user) chanting animation for a different purpose. That one looks much nicer if she stops doing it before the action window appears. I grant this one as a niche case, but it's really just "Guard" with different functionality.


    Oh, well, you did it anyway, so it's moot now. Just felt like giving my two cents.



    I try to compromise the default battle system with ATB/CTB to keep as many things working the same way as possible without confusing devs as much as possible. For what it matters, when I made the ATB/CTB system for Battle Engine Melody back in the VX days, I did have <Turn Start: x> states update at the start of actor choice selection as I've moved the on_turn_start method to there. However, devs non-stop kept complaining about how it should work as in the default turn battle system saying it should be updated after the action has been selected. Now that I've done for MV, people start saying about having it the other way around. It drives me up the wall sometimes with what the devs want.


    And for whatever you're trying to imply there, "Guard" isn't niche usage in RPG Maker. However, <Turn Start> tags aren't the only way to go about it either, which I believe you're using. My personal take on the "Guard" state falls under the mechanics of the <Action Start> timing, which falls in line with FFTactics, the precursor to FFX's CTB. In an action is performed, the character breaks out of the "Defend" stance. Upon menu opening, the character remains in the "Defend" stance for a particular reason. Should the player decide to have the character skip inputting an action, the character remains in "Defend" stance without having to use up extra CT. There's multiple ways to go about the "Guard" state and <Turn Start> isn't the only way.


    However, I'm just going to revert back to the Melody-style of the state timings where it's going end before the menu opens. That's the way I've originally done it, and changing it due to a combination of complaints and trying to keep things as close to the default battle engine as much as possible. Seeing as how that's going to end up in user complaints either way, I'll just do it as I've originally done in the past, to which, I believe (and you do, too) works the best.
  15. Okay, fair enough. Sorry for making such a big deal of it.
  16. Riff said:
    Whoops. I'm eating while browsing these forums. Sorry! xD


    I hope at least someone else will find it useful. :p

    I did ;)
  17. Keep up the great job Yanfly.
  18. Yanfly


    With your plugin of Damage Core... you can make that the Damage Minimum is always 1 and not 0 ???
  19. Lionheart_84 said:
    Yanfly


    With your plugin of Damage Core... you can make that the Damage Minimum is always 1 and not 0 ???



    Add this in line 98 of the plugin parameters: if (baseDamage === 0 && item.damage.type === 1) { value = Math.max(1, value) }
  20. FlyingDream's Enemy Level Calculator










    You can use it here! http://yanfly.moe/tools/enemylevelcalculator/


    And a message from FlyingDream:

    The Enemy Level Calculator is a tool made by FlyingDream to assist in the usage of Yanfly's Enemy Levels plugin for RPG Maker MV.


    Yanfly's Enemy Levels plugin is a simple concept at first glance, but a difficult plugin to make full use of. This is primarily because RPG Maker MV doesn't come with the tools necessary to see the future growth values of enemies across different levels. Without the ability to see those predicted values, it becomes increasingly difficult to balance your RPG Maker game if you are using the plugin.


    The Enemy Level Calculator table is made to simplify that purpose. With it, you can enter the base values, increasing percentage rate, and float growth to see how the enemy's stats will appear at different levels. This will help in making the proper stats for different enemy types to keep the game in balance.


    By default, the formula listed in the table is a linear progression curve. This means that the enemy's stats will growth at a steady rate. You are able to use any JavaScript math functions to alter the way the curve works if you desire. Should you want to make it into an exponential curve, you can use JavaScript functions such as Math.pow(b, 2), Math.sqrt(b), Math.log(b), etc. to alter the stat growth the way you want.


    I hope this Enemy Level Calculator becomes useful for any users with Yanfly's Enemy Levels plugin installed! Let me know what you think!