Hey yanfly, is there anyway to difference physical armor penetration to magical armor penetration?
also, in script, is there any way to difference if the skill used will deal physical or magical damage?
[YEP] Yanfly Engine Plugins
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Yeah, physical armor penetration only applies when using skills that are of the physical hit type. Likewise for magic penetration for magical hit types.Hey yanfly, is there anyway to difference physical armor penetration to magical armor penetration?
also, in script, is there any way to difference if the skill used will deal physical or magical damage?
In script, the MV engine looks at the Game_Action at hand and then checks for action.isPhysical(), action.isMagical(), and action.isCertainHit() to see if the action types match the action being used. -
I was wondering if it would be possible to do something like this with your armor scaling plugin Yanfly.
For this example, I'll use Mewtwo's psystrike from pokemon.
It calculates the damage using the user's magic attack - the target's defense instead of their magic defense.
Is there a way to do it with the note tags or do I have to do the formula like I would normally do? (As in a.mat - b.def)
I was wondering how it would interact with it.
Sorry if this has been asked before. -
Just put the a.mat in formula but put the skill type as Physical or Certain, instead of Magic. This will make the game use Magical Attack to calculate with physical defense.I was wondering if it would be possible to do something like this with your armor scaling plugin Yanfly.
For this example, I'll use Mewtwo's psystrike from pokemon.
It calculates the damage using the user's magic attack - the target's defense instead of their magic defense.
Is there a way to do it with the note tags or do I have to do the formula like I would normally do? (As in a.mat - b.def)
I was wondering how it would interact with it.
Sorry if this has been asked before. -
Can you give an example of how I might just the speed such that enemies have a higher chance to go more often when they have a higher agi?
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Setting it to a Physical Hit type like gotnovicks said would do the trick. :)I was wondering if it would be possible to do something like this with your armor scaling plugin Yanfly.
For this example, I'll use Mewtwo's psystrike from pokemon.
It calculates the damage using the user's magic attack - the target's defense instead of their magic defense.
Is there a way to do it with the note tags or do I have to do the formula like I would normally do? (As in a.mat - b.def)
I was wondering how it would interact with it.
Sorry if this has been asked before.
Well, the default settings should already have that happen. The more AGI a battler has, the more often it gets turns.Can you give an example of how I might just the speed such that enemies have a higher chance to go more often when they have a higher agi? -
How do I use in a formulae? something like:Just put the a.mat in formula but put the skill type as Physical or Certain, instead of Magic. This will make the game use Magical Attack to calculate with physical defense.
Code:if (a.action.isMagical()( { do stuff } -
It'd be something like
Code:if (a.currentAction().isMagical()) { // do stuff} -
I reset the script, gave an enemy 150 AGI and my character 5 AGI, disabled all other scripts accept for the dependencies of this one. my bar fills up, I choose to go, then after I have gone the enemy gets a chance to go and it repeats ... oO that doesn't sound right, sounds like the enemy should have went if not multiple times before I got to chooseWell, the default settings should already have that happen. The more AGI a battler has, the more often it gets turns.
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Yanfly, seems like I've run into two issues involving notes
The first involves your Auto Passive States plugin. I have a state set to show up after battlers lose half their hp, and well, it just never shows up:
<Passive Condition: HP Below 50%>The second issue involves YEP Skill Core. The original goal was using lunatic tags to control targeting, like your Taunt plugin does, based on whether the target is affected by a state or has a certain amount of hp/mp.This didn't seem possible, so Kiriseo instead suggested changing a 'hit' to a 'miss' using Before Eval. But even though the skill showed up as missing the target, its effect would still carry through. Kiriseo ended up making an extension for your plugin, the entire exchange can be read here:
http://forums.rpgmakerweb.com/index.php?/topic/49233-yanflys-skill-core-lunatic-tags/#entry517165 -
!! Thank you! I hope you can find out what's going on. If not I'll try out a different font.Huh, first time I've seen that issue before. There's no option in the Message Core to change character spacing yet. I'll have to look into this further.
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Man, of course I did something stupid. haha I know better than to let my plugins get out of order. It's working great now. Thank you for such a fast reply. The rate at which you pump out product and your support for each plugin is truly incredible.Strange, it shouldn't do that. By chance, do you have the CTB placed underneath the Party System plugin in the plugin list? If so, that's the problem. Try placing the CTB above it.
I have one more small question regarding it. The party system is set take one turn by default when switching characters. I don't want a turn be taken, the switches should be free to allow for specific strategy as each character fills a particular role. When I set the default to 0 all enemies are jumped to the front of the line. I am sure I am missing something simple again, but I figure it wouldn't hurt to ask. -
In Skill Cooldown, is there a way to make a cap of cooldown reduction? Like, max -5 turns or -40% reduction... If someone with 40% reduction equip another item with a a reduction, it wont go higher.
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It still sounds like you have conflicting plugins. This shouldn't occur. Try making an empty project with just the Battle Engine Core and ATB and recreate the enemy with 150 AGI and actor with 5 AGI. Turn off Rubberbanding in the parameters. If it still occurs, upload the project online (don't deploy it), and link it here and I'll take a look.I reset the script, gave an enemy 150 AGI and my character 5 AGI, disabled all other scripts accept for the dependencies of this one. my bar fills up, I choose to go, then after I have gone the enemy gets a chance to go and it repeats ... oO that doesn't sound right, sounds like the enemy should have went if not multiple times before I got to choose
Did you actually give the actor the passive state or did you only have the passive condition inside the state?Yanfly, seems like I've run into two issues involving notes
The first involves your Auto Passive States plugin. I have a state set to show up after battlers lose half their hp, and well, it just never shows up:
<Passive Condition: HP Below 50%>The second issue involves YEP Skill Core. The original goal was using lunatic tags to control targeting, like your Taunt plugin does, based on whether the target is affected by a state or has a certain amount of hp/mp.This didn't seem possible, so Kiriseo instead suggested changing a 'hit' to a 'miss' using Before Eval. But even though the skill showed up as missing the target, its effect would still carry through. Kiriseo ended up making an extension for your plugin, the entire exchange can be read here:
http://forums.rpgmakerweb.com/index.php?/topic/49233-yanflys-skill-core-lunatic-tags/#entry517165
Also, custom costs do not factor in the target you'll be selecting. RPG Maker MV didn't have anything that'd allow for such a thing regarding targeting by default so there are currently no methods to edit in regards to that.
Using the Before Eval wouldn't work either because of its timing:
* Before Effect Phase (influenced by this plugin) * if skill successfully lands: * - Pre-Damage Effect Phase (influenced by this plugin) * - Damage Phase * - Post-Damage Effect Phase (influenced by this plugin) * - Item Trait Effects Phase * After Effect Phase (influenced by this plugin)Before occurs before hit calculation. Hit calculation is done separately (and not altered by Skill Core). What I suggest you do instead, is rather than changing if the skill hits or misses, to change the amount healed in regards to the actor's MP.
Assuming you're using the Damage Core plugin, you can use the following notetag:
<Damage Formula>if (b.mp >= 100) { value = b.luk * b.level + a.mat; b.gainMp(-100);} else { value = 0;}</Damage Formula>When new characters are added in, they start at 0 speed, so in almost all cases, they will be last in line. If you're trying to mimick the FFX party switching system, this one won't quite cut it and you'll be looking for an individual party member-tagging system, which I'll make in the future. :)Man, of course I did something stupid. haha I know better than to let my plugins get out of order. It's working great now. Thank you for such a fast reply. The rate at which you pump out product and your support for each plugin is truly incredible.
I have one more small question regarding it. The party system is set take one turn by default when switching characters. I don't want a turn be taken, the switches should be free to allow for specific strategy as each character fills a particular role. When I set the default to 0 all enemies are jumped to the front of the line. I am sure I am missing something simple again, but I figure it wouldn't hurt to ask.
Currently, there isn't one yet.In Skill Cooldown, is there a way to make a cap of cooldown reduction? Like, max -5 turns or -40% reduction... If someone with 40% reduction equip another item with a a reduction, it wont go higher. -
I think my bug report earlier went missed. At least, I've seen no responses to it:
I found a bug in Equip Core:
1. Have two pieces of equipment a character can wear in the same slot (say, armor). Have exactly one of each: Armor1, and Armor2.
2. Equip the weaker one (the one Optimize will not equip, Armor1 in this case).
3. Select Optimize (which will swap it for Armor2.)
4. Change that slot (armor) again.
You'll see the item you have equipped (Armor2), not the one in your inventory (Armor1).
You get similar results with "Remove All".
I am not using independent items, if it matters.
I don't think it was duplicating or erasing any equipment. -
Huh. I did indeed miss that. Can you create an empty project replicating this bug for me and upload it online?I think my bug report earlier went missed. At least, I've seen no responses to it:
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It's Monday, which means it's time to vote for some plugins!
http://strawpoll.me/6194511/
Captcha has been enforced to slow down vote abuse. :/ -
Thank you so much Yanfly for another week of RPG Maker goodness. I am sure we all are very grateful for all you do. I am sorry to hear about any possible cheating, and I'll admit, I am surprised by the winners this week, but all we can do at this point is to be patient.
All of the script choices look good, and thus I have chosen them all! In order from most wanted to least, I would order them as follows:
Enhanced TP, Steal and Snatch, Buff and States Core, Row Formation, Weapon Unleash, Item Durability, Limited Skill Uses, Absorption Barrier, Party Limit Gauge, Button Common Events,
I hope you feel better soon. If things get too bad, there is no harm in getting some rest until you feel better. Thank you so much for your time. -
Nice! I got my money Row Formation coming in first (not that I even specifically want it).. I've seen that requested a lot.
A question about the Battle Status plugin. Are you going to allow for popups and battle animations to display over/near the faces on the Battle Status? We have over 4 different plugins for battle status and none of them work in favor of the Front View Battle System. -
It's going to be a replica of my Ace one (so in other words, yes).Nice! I got my money Row Formation coming in first (not that I even specifically want it).. I've seen that requested a lot.
A question about the Battle Status plugin. Are you going to allow for popups and battle animations to display over/near the faces on the Battle Status? We have over 4 different plugins for battle status and none of them work in favor of the Front View Battle System.