Your plugin reduces the HP by 10% of your current HP. My character has 98 HP, 108 with the ring. When I only have 1 or 2 HP, I only loose 1. When I have 18/108, I loose 2. But it seems to always reduce the HP by at least 1. And that kills the character. xD
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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The fourth plugin poll is up! Make your votes here: http://strawpoll.me/6015245/ !
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Yeah, the mechanic I've chosen is to retain the current percentage of the actor's HP when a piece of equipment is made.Your plugin reduces the HP by 10% of your current HP. My character has 98 HP, 108 with the ring. When I only have 1 or 2 HP, I only loose 1. When I have 18/108, I loose 2. But it seems to always reduce the HP by at least 1. And that kills the character. xD
Let's say we have an actor with 500/500 HP/MaxHP. Without the plugin, the actor equips a piece of gear that gives 1000 MaxHP. The actor owuld now be at 500/1500 HP, suddenly missing 1000 HP. If the actor heals himself up to 1500/1500, then unequips the gear, the HP would go back down to 500/500. Requipping it again would leave the actor at 500/1500 HP. A loss of 1000 HP is incurred.
With my plugin, the rate is kept. Equipping the 500/500 HP/MaxHP character with the 1000 MaxHP item would bring the actor up to 1500/1500. Unequipping it and reequipping would retain the rate. However, RPG Maker MV intends to use integer values for their HP (and not floats for good reason) so the numbers will lose any decimal values. Therefore, if the player unequips and reequips an item, they'd be losing only 1 HP at a time at best. This is better than losing 1000 all in one go.
I have no intentions of changing this mechanic. -
Hey Yanfly!
Thanks for making us vote for the next plugins, it's really an awesome system!
I was wondering if you were considering to eventually add to the vote the Command Party you had in VX Ace, that allowed us to swap party members in battle.
Thanks :) -
That's coming with the Party System. :)Hey Yanfly!
Thanks for making us vote for the next plugins, it's really an awesome system!
I was wondering if you were considering to eventually add to the vote the Command Party you had in VX Ace, that allowed us to swap party members in battle.
Thanks :) -
Two curiousity questions here:
1: What resolution are you running your game at in the videos? If I try to display 999,999,999 JP like you do, it overlaps the class name. So somehow you have more space in the main menu than I do (even with all the plug-in's installed and updated), so I'm wondering how to recreate that.
2: Are you planning to bring over lunatic states at some point in time?
Like what I've seen so far! -
Will you add a way to change the curve for leveling past 99?
Or simply customize the EXP curve?
I just made a thread adressing this, I need a way to have it so that every level up needs exactly 100 EXP, not less, not more. ^^
And you were my first thought, I'm using a majority of your plugins.:3 -
1. I'm using 1104x624. You can use the Core Engine plugin to readjust the resolution size.Two curiousity questions here:
1: What resolution are you running your game at in the videos? If I try to display 999,999,999 JP like you do, it overlaps the class name. So somehow you have more space in the main menu than I do (even with all the plug-in's installed and updated), so I'm wondering how to recreate that.
2: Are you planning to bring over lunatic states at some point in time?
Like what I've seen so far!
2. Indeed I am!
Eventually I will. There's so many things I need to port over from VX and Ace. x_xWill you add a way to change the curve for leveling past 99?
Or simply customize the EXP curve?
I just made a thread adressing this, I need a way to have it so that every level up needs exactly 100 EXP, not less, not more. ^^
And you were my first thought, I'm using a majority of your plugins.:3 -
You'll have to go in and add another requirement to the skill, such as needing a switch to be turned on beforehand.Does this prevent the skill from being learned again? So I can't go back and learn Fire Lv1 if I know Fire Lv2?
Here's an example of how I did it:
At the beginning of the game, I just make sure to turn on the switches for each of my learned skills (not the upgraded versions, just the default ones). Once the "default" skill is learned, the upgraded versions appear via turning on the switches for them. Once one of the upgraded versions of the skill is learned, it turns off all the appropriate switches and teaches the appropriate skill to the right user, this way only the most recently learned version of that skill shows up in the menu in the end.SpoilerThis is the "default" level 1 skill: SNIPE
<Learn Require Switch: 32><Learn Custom Text>Default Skill.</Learn Custom Text><Learn Cost Eval>$gameSwitches.setValue(34, true);$gameSwitches.setValue(33, true);</Learn Cost Eval><Learn Cost: 200 JP>This one is the upgraded version of SNIPE option #1:
<Learn Require Switch: 33><Learn Cost: 150 JP><Learn Custom Text>Increase debuff duration byup to 2-3 turns.</Learn Custom Text><Learn Cost Eval>$gameSwitches.setValue(32, false);$gameSwitches.setValue(34, false);$gameActors.actor(1).learnSkill(20);$gameActors.actor(1).forgetSkill(19);</Learn Cost Eval>This one is the upgraded version of SNIPE option #2:
<Learn Require Switch: 34><Learn Cost: 150 JP><Learn Custom Text>Increases TP gained from5 to 10 when using thisability.</Learn Custom Text><Learn Cost Eval>$gameSwitches.setValue(32, false);$gameSwitches.setValue(33, false);$gameActors.actor(1).learnSkill(21);$gameActors.actor(1).forgetSkill(19);</Learn Cost Eval> -
You'll have to go in and add another requirement to the skill, such as needing a switch to be turned on beforehand.
Here's an example of how I did it:
SpoilerThis is the "default" level 1 skill: SNIPE
<Learn Require Switch: 32><Learn Custom Text>Default Skill.</Learn Custom Text><Learn Cost Eval>$gameSwitches.setValue(34, true);$gameSwitches.setValue(33, true);</Learn Cost Eval><Learn Cost: 200 JP>This one is the upgraded version of SNIPE option #1:
<Learn Require Switch: 33><Learn Cost: 150 JP><Learn Custom Text>Increase debuff duration byup to 2-3 turns.</Learn Custom Text><Learn Cost Eval>$gameSwitches.setValue(32, false);$gameSwitches.setValue(34, false);$gameActors.actor(1).learnSkill(20);$gameActors.actor(1).forgetSkill(19);</Learn Cost Eval>This one is the upgraded version of SNIPE option #2:
<Learn Require Switch: 34><Learn Cost: 150 JP><Learn Custom Text>Increases TP gained from5 to 10 when using thisability.</Learn Custom Text><Learn Cost Eval>$gameSwitches.setValue(32, false);$gameSwitches.setValue(33, false);$gameActors.actor(1).learnSkill(21);$gameActors.actor(1).forgetSkill(19);</Learn Cost Eval>Ah, I see- I was looking for something a bit more streamlined as including all levels I have 180 skills and 6 actors who can each learn those skills (so I'd be doing a lot of manual work).SpoilerAt the beginning of the game, I just make sure to turn on the switches for each of my learned skills (not the upgraded versions, just the default ones). Once the "default" skill is learned, the upgraded versions appear via turning on the switches for them. Once one of the upgraded versions of the skill is learned, it turns off all the appropriate switches and teaches the appropriate skill to the right user, this way only the most recently learned version of that skill shows up in the menu in the end.
Iavra did make something, haven't been able to test it yet, but it's a simple 'Hide if Learned' tag.
http://forums.rpgmakerweb.com/index.php?/topic/50560-hide-skill-if-another-skill-exists-skill-replace/ -
If you were here, I'd kiss you!That's coming with the Party System. :)
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Another week. Another wonderful batch of choices for plug-ins, so I chose them all. Thank you so much Yanfly for everything that you do for us. Bravo! :D
If I had to order them (from most wanted to least), I would say: Status Menu Core, Enhanced TP, Specialized Common Events, Gab Window, Skill Cost Items, Weapon Unleash, Extra Enemy Drops, Limited Skill Uses, Party Limit Gauge, and Button Common Events,
Again, thank you for your continued support and help, I am sure we all REALLY appreciate it, I know I do. -
Is it possible to launch the skill learning menu from a script call? I was wondering about skill teacher NPCs.. or even learning from itens... Thanks for your great job!The fourth plugin poll is up! Make your votes here: http://strawpoll.me/6015245/ !
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Yanfly, will we ever get Enemy HP bars in your Battle based pluigns?
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Is it possible to launch the skill learning menu from a script call? I was wondering about skill teacher NPCs.. or even learning from itens... Thanks for your great job!

:p
Yep. See:Yanfly, will we ever get Enemy HP bars in your Battle based pluigns?
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Dear Yanfly,
I would like to make a Skill have a negative cost. This is vital for my game. Negative skills are disadvantages (eg the Vulnerable to Fire Skill can make the character receive extra fire damage), and when acquired yield positive points that can be used to develop positive skills.
HOWEVER, when I write:
The minus sign is ignored. The same for when I try:
ItemName: -10>
To the question of the item, I decided to:
$gameParty.gainItem ($ DataItems [11], 1);
But the negative cost in JP I can not deal with. Please help me.
I’ve looked in the code where the minus sign would be ignored without success. I have also tried the following:
$gameTemp.CommonEvent(15);
$gameTemp.reserveCommonEvent(15); // Common Event 15 has in it a Plugin Command: gainJp 1 100. Nothing happens.
var = aliasPluginCommand Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function (gainJp, 1, 100) {
aliasPluginCommand.call (this, gainJp, 1, 100);
if (command === ‘gainJp’) {
doStuff (1, 100);
}
}; // I tried this in several different ways. Not even runs.
Obviously, I tried each one separately.
Thanks in advance,
Ozuma -
You're in the wrong place. I'm not taking requests currently. If you're trying to accomplish this yourself, use this forum.Dear Yanfly,
I would like to make a Skill have a negative cost. This is vital for my game. Negative skills are disadvantages (eg the Vulnerable to Fire Skill can make the character receive extra fire damage), and when acquired yield positive points that can be used to develop positive skills.
HOWEVER, when I write:
The minus sign is ignored. The same for when I try:
ItemName: -10>
To the question of the item, I decided to:
$gameParty.gainItem ($ DataItems [11], 1);
But the negative cost in JP I can not deal with. Please help me.
I’ve looked in the code where the minus sign would be ignored without success. I have also tried the following:
$gameTemp.CommonEvent(15);
$gameTemp.reserveCommonEvent(15); // Common Event 15 has in it a Plugin Command: gainJp 1 100. Nothing happens.
var = aliasPluginCommand Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function (gainJp, 1, 100) {
aliasPluginCommand.call (this, gainJp, 1, 100);
if (command === ‘gainJp’) {
doStuff (1, 100);
}
}; // I tried this in several different ways. Not even runs.
Obviously, I tried each one separately.
Thanks in advance,
Ozuma -
Never mind, I looked at it wrong...
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Hey I have a couple questions about the Item Upgrade Plugin.
Is there a way to say have an item upgrade that adds states to weapons like curse and burn. Is there also a way to add elemental resistance and elemental damage to weapons and armor using the plugin for the notetag fields. -
There is! See this tutorial here:Hey I have a couple questions about the Item Upgrade Plugin.
Is there a way to say have an item upgrade that adds states to weapons like curse and burn. Is there also a way to add elemental resistance and elemental damage to weapons and armor using the plugin for the notetag fields.