Hi Ramza, just wanted to ask, assuming my actor is equipped with a range weapon in one hand and a melee weapon in another, is there a way to stop the dual-wielding attack when attacking a range enemy or limit to only the hand with a range weapon (such as in an aerial battle mechanics for example)?
I am using a mix of YEP's Target Core, Selection Control, Skill Core, and Row Formation, and this works great when the actor only has 1 weapon. However, with 2 weapons, I either have to disable the skill entirely or allow both attacks to happen, but no in between, or at least no known way. Hence, I am writing to check if this is possible?
EDIT: I guess what I am really asking is, if there is a "lunatic mode" of sorts to tag a skill as <Mainhand Skill>, <Offhand Skill>, or <Dualwield Skill>, depending on equipment.
zelanius
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Hi HeroicJay, I am happy to report that Weapon Unleash was indeed the issue!
I first tried going back to that old project that I mentioned in my first post and disabling it just to see if it works, and it ran perfectly. This also means that the plugin is compatible with everything else I had (in that project, I also had some plugins from SRD, Caethyril, Alistair Engine, Galv, Ramza, Toby Tasha, YoraeRasante, Turran, and some commissioned ones from Trihan that I have recently asked him to release publicly after testing them). In other words, the only compatibility issue was with Weapon Unleash, at least out of the plugins I had.
I will just work around it, as I was mostly using it in conjunction with Target Core and Row Formation to determine how far back a weapon's range is for the attacking battler (e.g., Bow users can attack from Row 3 but not Sword users), but I am already applying a JS to the other physical skills that are shared, so Weapon Unleash was just a convenience tool rather than a necessity.
Hi HeroicJay, thanks for the reply. I will try to find time this week to try to see if I can replicate the bug, but work picks up for me in the beginning of the month with my day job, so it might take some time before I can get back to you.
As for Weapon Unleash and Status Menu Core, I believe they are both paid plugins as they are not in YEP free starter pack. Status Menu Core should not impact any battle or skill related plugins, but Weapon Unleash does affect skills, so I think maybe that is the problem. Will try disabling it and report back.
Hi Ramza, thanks for the response and explanation. I was hoping for an MV version mostly due to the limited quantity feature. I guess I will stick to the (very old) Yami's plugin instead.
Nonetheless, looking forward to any new plugins you might be releasing. I know what people say about feature creep in game dev, but I just enjoy adding features to my games.
Hi, I just thought to add my request on Elemental Dungeon here as a comment in case of further expansion, as it seems to be easier overall?
1. Sound/Sonic
2. Gravity
To make it a set similar to the past perhaps Poison/Toxic and Acid/Corrosion can be a 3rd & 4th element (although not really something I am requesting, just an idea since you have a set of 4 for each elemental dungeon).
Hi KR, I was wondering if there are any plans to add a dark/eclipse-themed version of this as well? I am asking because in one of my projects that I have been working on forever (RL keeps getting in the way), the sun, moon, and darkness forms a trinity of sorts.
Would you also be open to taking commissions to prioritize or bump some tileset requests further up the request list? I guess my emails did not went through and this was one of the general enquiries I had.
Noted, I will take a look later and send a list of plugins by editing this message.
EDIT: Here is the list in my test game:
1. YEP_CoreEngine v1.32
2. YEP_BattleEngine v1.51
3. YEP_BattleStatusWindow v1.09
4. YEP_SkillCore v1.13
5. YEP_ItemCore v1.30
6. YEP_EquipCore v1.18
7. YEP_WeaponUnleash v1.05
8. YEP_StatusMenuCore v1.04
9. Jay_DualTech v3.2.4
10. YEP_KeyboardConfig v1.04
EDIT 2: I tested it with battlers in different order, in the latest case, battlers 1 & 3. The linked skills worked, but battlers 2 & 4 are not acting correctly - I tried to select "Attack" for both, and if I select for 2, battler 4's action gets cancelled and vice versa. In the end, the linked skills worked, but then I had to skip turns to get the actions executed, and in the end, only either battler 2 or 4 could take actions.
EDIT 3: I cannot quite replicate the same issue from my initial posting, but the issue in EDIT 2 of this message keeps coming up in my new test game, so perhaps I had some other plugin compatibility issue. Nonetheless, there is definitely a linked skill issue as the error in EDIT 2 keeps coming up as long as I am using a linked skill with 2 battlers. With a linked skill that links 3 battlers, the 4 battler could select an action without problem. However, whether the linked skill is with 2 or 3 battlers, as long as another battler is selecting an action and executing it, the linked skill will not execute. To summarize the issue I face in the new game with just the above list of plugins when skills are linked:
a. linked skills does not execute despite being selected as long as another battler has an individual skill queued
b. not able to select actions for battlers using individual skills without them cancelling one another
Yes, I do have Battle Core and Battle Status Window. The linking itself works. It is just that the battlers ended up getting stuck, as though they keep selecting the linked skills without executing the effect. Having the same plugin but not linking the skill allows it to work just without the link, which was why I pinpointed it as specifically a linking issue. Hope this clarifies.
I was not very much into the Maker scene back then, but I recall that there was some assets used that were outside of the RTP. I actually managed to get it running on my Android device, but had to download a few things to make it work.
Thank you. I have a few other enquiries as well, all of which I sent to the fourthwall support email posted on your shop's website, from my email that I use on itch.io.
I also went to the old website and submitted a form to see if that went through.
P.S., I am not sure how much I am allow to share regarding the emails since there is a no email on the guidelines. If this is too much, hopefully someone can let me know and I will edit the message to remove any email references.
Hi HeroicJay, recently, I updated the plugin in one of my projects, and I noticed that when skills are linked under DTB, the actors will "freeze" in subsequent rounds. This also happens with new projects. This happens with linked skills in DTB in RPG Maker MV (I did not test on any other systems like CTB or RMMZ).
Sequence of events in my test battles (both existing and new projects):
1. Battler 1 attacks/guards/skip turn, Battler 2 uses linked skills on first turn that involves Battlers 3 & 4 with a casting animation (a triple tech under a Skill Type that is a "Magic Skill" in the Database System settings).
2. On second turn, after Battler 1 selects an action, I cannot select any actions for Battlers 2 to 4 (all of whom immediately went into a casting animation), and the turn simply executes with Battler 1's action.
3. I tested this without the animation as well by removing the Skill Type from the list of Magic Skill and it is more or less the same result, less casting animation.
4. I then removed the "linked" in the notetag, and everything suddenly works as intended as unlinked techs.
P.S., I love the original Jay's Journey and is still hoping for the release of your reimagined versions. In the meantime, would you consider releasing the original for download on itch.io, please?
Hi, I sent an email to the support mail, but not sure if it will get through as it was more of a general enquiry.
One of the questions I have was about expanding the colours on the Crystal Castle and Crystal Cave tilesets. Would you consider expanding to additional colours like the below?
a. Grey/Moonstone
b. Purple/Tanzanite (Amethyst which looks more Violet while Rose Quartz appears more Magenta - I could be wrong about these though)
c. Brown/Amber or Tiger's Eye or Opal
Hi Toby Yasha, I would like to clarify some functions of the plugin, please.
1. MP Charge, is this to gain MP at the start of the turn? I am a bit confused about how it works, as TP Charge Rate is usually tied to actions, but this seems to function a bit differently.
2. Turn End MP, does this replace the traditional MP Regeneration? Or can both exist in conjunction (so I can regenerate 10% MP + 1, for example)?
3. Is there a way to use script to adjust the values (e.g., if I want apply a state to have a Turn End MP of 10 to either override the default plugin value or to add onto it)?
Hi YoraeRasante, I am not sure if you are still looking over this plugin, but I just wanted to highlight that, for some reason, when I used the notetag, <change stat base formula: x>, it does not work in certain cases, and I am not sure if it is a compatibility issue. I am not also sure if this applies to other notetags as well.
The issues I found with:
- Yanfly's Base Parameters (I suspect it might apply to Yanfly's Extra and Special Parameters, but did not test them)
- Yanfly's Enemy Base Parameters
- Ramza's Weapon Attack Formulas (only if I use it for an enemy, not when I apply it to a weapon)
It works perfectly otherwise (like if I use the stat in Ramza's Weapon Attack Formula within a weapon instead of an enemy or just directly in the damage formula of a skill - which works for both enemies and actors).
EDIT: I can work around it with a variable, but just thought to mention this issue.
Hi Trihan, I actually implemented a passive skill system that requires minimal plugin (mostly just YEP Skill Core), as the notetags there are just to add stats or for other checks (e.g., if the character meets the skill requirements), while other effects rely on other notetags.
Example, I have a weapon specialization passive skill that adds a 50% damage increase to the weapon, but instead of a notetag in the skill, I used Ramza's weapon damage formula plugin and have the notetag in the weapons instead. Hence, there should not be too much of a compatibility issue, I think?
The passive skills I am thinking of causing class name changes are actually related to the class system I implemented, as rather than actually changing the class, I have classes that are tiered, and each "base" class can advance in a few different directions (e.g., a mage can advance to a more support/utility based class or a DPS by "learning" the "advanced" class). The plugins that would affect the passive skills are YEP Skill Core, Skill Learn System, perhaps Skill Mastery Levels (more to set the skill max level as 0 for passives).
Thanks for the response, Trihan. I thought that might be the case, as I recall someone else (I think it was Ramza) who mentioned how MV was more difficult to build plugins for due to the way their script was structured. Hopefully, you will find a solution, as this would be a really nice way to limit item stocks and manage game difficulty (and force some crafting on top of that), instead of a tedious "Show Choice" menu with tied to various variables and switches which will certainly make me go @_@.
Hi Ramza,
Thanks again for the response. I did think about using the Block state to provide the additional block percent, but the main problem is that this does not show up in the status menu, so my issue was more of an aesthetics reason rather than a functional one. Nonetheless, if there is really no other way, I will just do it by creating a new state. I should not have too many people being able to use Shields in my game so it will not blot the game unnecessarily. I was simply going to the (perhaps unnecessary) extreme to avoid creating new passive states after my last experience game making experience.
Hi Ramza,
A followup question, if you will. Is it possible to input formula into the plugin parameters for Block Percentage to add to the equipped shield's Block Percentage? If yes, I tried the following but none seems to work (I tried both this. and a.):
this.skills().contains($dataSkills[874]) ? +10 : +0
this.skills().contains($dataSkills[874]) ? +10 : +0;
if (this.skills().contains($dataSkills[874])) {+10} else {+0}
if (this.skills().contains($dataSkills[874])) {+10;} else {+0;}
Not sure if I am doing anything wrong in any of the above lines. Greatly appreciate your response, and thanks in advance!
Hi Ramza,
I have another question on the Block Chance and Parry Chance plugin. Is there a way to make individual weapons or shields have the chance of parrying or blocking based on a user stat's, like level, for example?
The reason I am asking is because in my game, I have, let's call them legendary, equipment that I want to tie to the user's level, to prevent them from being too over-powered if the user obtains them early. The intention of these equips is that they will be more powerful than the most powerful buyable equipment in endgame, but they can be obtained early, and some as part of the plot.
Thanks in advance!
Edit: Nevermind, ignore me, I realized YEP has no function for this for their xparam and sparam plugin either, so I am forced to fix those values anyway.
Hi Ramza,
The dozens of passive states was the main issue I had, as I had over 100 learnable, but functionally similar, passives, as they are basically higher levels of previous ones. I scrapped my almost completed game to overhaul my skill system, and so far it seems successful. I just need to figure out how to implement them properly without states.
In case anyone is interested, I just did the below in the Parry Chance plugin under the additional parry chance function, where skill ID 877 is the level 2 of skill ID 876, and you need to learn 876 before 877:
var a = this
if (a.skills().contains($dataSkills[876]) && a.skills().contains($dataSkills[877])){
+0.25
} else if (a.skills().contains($dataSkills[876])) {
+0.1
} else {
0
}
Now, I just need to figure out how to do this for Block Chance.
Hi Ramza, thanks for the response.
To get around the xparam limit issue, would it make sense to create a new param naming for the block and parry chance? It might be outside the scope of the plugin, but based on my experience after trying out various param plugins, that seems to be the approach most custom param plugins take.
Nonetheless, I think I figured out a workaround. Since Block Chance requires a state anyway, I can just have the same state check if the user of the shield has a certain Skill ID and if yes, adds the Block Chance automatically, while for Parry Chance, I believe I can try the same using the plugin's Extra Parry Chance formula.
Hi Ramza, in YEP's plugins, there are functions to add x- and s-params using additions. I just wanted to check if there is a similar function in Shield Block and Parry? Please advise.
The reason I am asking is because I am implementing a passive skill system, and using YEP's plugins, I can do like a actor.addTgr(x) to add to the param w/o creating states, as too many passive states on the battler can lag the system quite a bit in my experience (in fact, I scrapped my earlier project because I was over-reliant on states to implement my passives resulting in a super laggy game).
Hi Trihan, I think I found a compatibility issue. It seems to conflict with YEP's Skill Mastery Levels plugin. If I load this plugin after, there is a visual conflict, but otherwise, everything appears to work as intended (the skill levels do impact the skills and they do gain exp and levels, just visually not showing the skill exp bar or level). However, if I load this before, it stops working.