Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

K-apple

59
Posts
5
Topics
9
Following
A member registered Dec 29, 2018

Recent community posts

I found it. It was conflicting with the Visustella SkillsStatesCore. More specifically the Skill Cost Types under Skill settings. The Tp coding title "Paying the Cost" under the JS Type formula was overriding your plugin. I simply had to remove that code. Now it functions as intended.

I made and new project with only those plugins and it work perfectly. So its definitely an issue on my end.

(1 edit)

Its still consuming Tp when I perform skills, though. 

I'm still working with the code you gave me, but I thought I let you know something I noticed while working with the plugin. When Skill Does not consume Tp is set to true its supposed to only allow skills to be used when a Tp threshold is met but not consume it like it would normally. But whenever I use a skill it consumes Tp like normal. (The Tp is consumed Immediately as the skill is being used, and not as a result of anything so I don't think its the formula doing that, I even removed the note tag when making the gif to make sure it wasn't that.) (Here's the gif of it and an image of my settings.) Don't know if I set something wrong or not.


Does this skill master plugin allow you to change/evolve skills into different skills if they reach a certain level? (I'm using MZ for this.)

Yeah, basically the inverse. If you inflict a critical you gain tp but if you receive a critical you will lose tp. If I use the same formula would it apply to the player if it place it in the Charge Tp By Damage section?

My goal is basically the inverse of the player action formula. Basically, if the player receives a critical hit or has their weaknesses exploited they will lose Tp. As well as if the player dodges an attack or resists an elemental attack, they will gain Tp.  (I'm trying to do an SMT style press turn thing were playing well rewards the player but poor performance punishes them).

Not sure if the code below is correct but I thought it be something like this...

const isActor = this.isActor()

if(results.critical){

tpValue += -15

}

return tpValue

(3 edits)

Thanks, it works perfectly. Again, thank you so much for helping me throughout all of this. The new tp system works like a dream. One last question, because I'm trying to get the penalties to work on the player/actors. Would the code be something like [const result = actor.result()]

essential replacing target (the enemy) with Actor (the player)?

I think this code would be in the charge TP by damage section as that part is about receiving from the enemy.

I tried to do it myself but keep getting the actor as not defined. Even tried using BattleManager.actor().actorid() to see if that would work.


Sorry for the late reply but its working fine. Had an issue with the code stacking but I just put the if (result.critical) and the if (isTargetWeakToElement) in one code with an or (||) statement and that fixed it.  One last question. is coding in a resistance and/or immunity worded like if(isTargetResistantToElement) or if(isTargetImmuneToElement)? I tried it and got an error saying its undefined.

Its alright. Thanks for all the help with this. I used the new note tag and it works but the code you given me has 1 issue. The right value is given when it inflicts a critical hit and exploit a weakness (they don't stack and it appears what takes priority is what's first in the code, but after testing that, I don't think its true) That being said when an attack misses it still gives tp when targeting a weakness instead of subtracting it. I tried making a 2nd formula using that part of the code alone, and while it works. It negates the 1st formula. 



I attempted to just write in the part of the code that subtracts TP and that works just fine but it doesn't take the right value. It just subtracts 5.


Oh, I didn't know that. Thanks.

(2 edits)

For some reason, Discord won't let me long in. I made it available via Itch. I put a password behind it so you can download and see the issue. the password is just password (all lower case.) I made an entirely new sample project with only the neccessary plugins for it to make sure it wasn't a compatibility issue.

Okay. Give me a moment.

The return 10 formula didn't work either.  I even tried placing it in the ChargeTpByDamageFormula and the then the ChargeTpByActionFormula. Neither of them worked.

It acts as though its not been implemented. The game plays normally but the code just doesn't go into effect. Here are the screen shots.

  


The TP equals level thing worked but here are the images of my plugin settings.




I'm trying to use the note tags but its not working. I tried using the ChargeTpByDamageFormula but it doesn't work and the formula doesn't go there. I looked at the help sheet, but it doesn't say what note tags to use for the Charge Tp By Action Formula are.

I'm also trying to change the default start TP to equal the actors current level but whenever I try to do it, the game crashes. I think I'm just using the wrong code. I try to use this but all I get in return is "id undefined."

1 * $gameActors.actor(id).level

(1 edit)

Thanks. Its working now.

I paid 10$ for the LevelCurve plugin, to show my gratitude.

(1 edit)

I'm trying to use this plugin but whenever I try to it keep getting the same error message. I have this plugin placed at the top of my hierarchy and I'm using the default Class in the class note tags as a test run.

If anyone who has used this plugin knows what this error means, can you please tell me.


I don't know what this message is referring to.

Do you know if its compatible with Visustella?

I was trying to use it but this error kept popping up. Do you know if its a compatibility issue on my part.


Its look amazing. I just bought it so I'm going to test it out in my game. Thanks.

Your welcome. 

This is all I found when scrolled to Console so I took a screen shot of the Elements. I also made of gif to demonstrate what is happening on my end.

And here is the gif because I can't upload MP4s.


And you're welcome. Thanks for the updates. Sorry if all my commenting gets annoying after a while.

I notice there was an update for this plugin and while it fixed the initial issue I brought up, I think I found another one. Whenever the player tries to use support skills/items, if you try to back out of it in any way the game crashes. I tested it out by turning off other plugins and it seems to be an issue with the Battle Pro. Don't know if you experience this on your end or not but I thought I let you know.

But anyway, thank you for the update.

Okay. Thank you for all of this, you were big help.

(1 edit)

Thank you so much that was a big help but for some reason it also opens the actions menu as well and I can still interact with it. Could I put in a code that closes that menu when the Item menu opens or rather keep it on the Party Command Menu instead. 

Thank you so much for this and especially the code. I'll purchase this plugin as soon as I can.

For items it would be a 1 use per turn kind of thing. Like an all party guard command. As for formation I didn't think of that. After checking my plugins for it, there is already something for that. My bad.

(1 edit)

I'm trying to use this plugin to move the Item and PartyFormation's command to the party menu rather than the actor menu. Is that possible? Would it require a complicated js script or is it a simple as finding the code in the game core files and copy pasting it into the plugin script call?

With your plugin I was wondering if it was possible to change the tp system where players gain a set amount of TP when landing a critical hit, targeting an enemy weakness, and/or avoiding an attack. Inversely I also wanted to create a system where players would lose TP if they miss an attack or receive a critical hit or a have their elemental weaknesses exploited.

Really? That's great to hear. I'll follow your account so I can find out when you post it.

Question. I am using Front View battles. Is it possible to make the player portraits and enemies shake (not the whole screen) with taking damage with this plugin?

Take your time, I appreciate the updates. Thank you.

No. Its still acting as though its set to side view.

(1 edit)

I'm sorry but its still mistaking Front view for Sideview. And now the update plugin doesn't even let you reposition the invisible SV characters behind the portraits so at least the animations play in the right areas. 

Edit: Nevermind I still have the old version.

Sorry if I sound entitled or rude. I'm trying my best not to.

Okay, thanks.

Great thanks. One last question. Does this plugin have any known capability issues with Visustella plugins that you know of?

What I mean is, can I use this plugin to add player and enemy over world attacks that can deal damage in the overworld and have that damage carry over into turn based combat or does this disable turn based combat all together?

(1 edit)

Okay, I checked it an its 100% happens whenever the Customizer Battle Pro is active. I turned off all Visustella plugins and it keeps happening and it only works properly when that specific plugin is active. Your other plugins have no issue with Visustella plugins, though.

However, when the main Visustella Core Engine and BattleCore are turned off, animations don't play at all, so I think there is a compatibility issue with those two specifically.

Thank you for responses. Despite the issues I have having, your plugins are a big help and are so convenient to use.

Edit: I checked to see if altering the SV Battle Actors Position in your plugin would effect anything and it did. It operates as if I'm using Side View battles even when I'm in Front view. It seems like a bug.