GREENBANANA'S PROFILE
GreenBanana
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Despite not having much activity in the recent years, I will be departing from this account--not to leave the community altogether, but because I will be joining another team's development on their projects. I look forward to cooperating with them on our future joint ventures.
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[RMMV] [Plugin Request] Active Chain and Input Combo Skills Conversion
Short: I'm seeking a conversion for Yanfly's Active Chain Skills and Input Combo Skills scripts from VX Ace to MV format for the benefit of the community as a whole.
Long: This script would enable skills which, when performed in battle, would call for multiple options of player input to be immediately followed up with another skill in either method described below. The imperative function is that players are given a choice of multiple skills to chain or combo to as befitting the situation.
Chain skills play out individually each time one is selected from the choices provided, and are chained from the skill immediately preceding it.
Combo skills are selected when the initial trigger skill is performed, then play out in turn. If a specific combination of skills is played out in order, a finisher skill may be triggered to then be performed.
Possible parameters include the limit of chain and combo lengths, time limits on input, and whether skills must be learned to be chained or combo-ed to. As the available buttons in MV differs from VX Ace, I think that a new set of inputs must be relied upon. VX Ace previously used QWASD (LRXYZ). While the following solution would reduce the available options by one, the arrow keys might be a better substitute. Perhaps combining the left and right keys to the same option would also suit the plugin better, reducing the potential options to three in this case. As to the logistics of how many inputs and what buttons are appropriate, particularly with gamepad support, this can be left up to the coder's expertise, although I feel a recommendation of a minimum of three inputs is preferable.
This script should be made freely available to all RPG Maker MV users, hobbyists and developers alike.
Long: This script would enable skills which, when performed in battle, would call for multiple options of player input to be immediately followed up with another skill in either method described below. The imperative function is that players are given a choice of multiple skills to chain or combo to as befitting the situation.
Chain skills play out individually each time one is selected from the choices provided, and are chained from the skill immediately preceding it.
Combo skills are selected when the initial trigger skill is performed, then play out in turn. If a specific combination of skills is played out in order, a finisher skill may be triggered to then be performed.
Possible parameters include the limit of chain and combo lengths, time limits on input, and whether skills must be learned to be chained or combo-ed to. As the available buttons in MV differs from VX Ace, I think that a new set of inputs must be relied upon. VX Ace previously used QWASD (LRXYZ). While the following solution would reduce the available options by one, the arrow keys might be a better substitute. Perhaps combining the left and right keys to the same option would also suit the plugin better, reducing the potential options to three in this case. As to the logistics of how many inputs and what buttons are appropriate, particularly with gamepad support, this can be left up to the coder's expertise, although I feel a recommendation of a minimum of three inputs is preferable.
This script should be made freely available to all RPG Maker MV users, hobbyists and developers alike.
RPG Maker VX Ace - Compatible Passive Skills and Stackable States Scripts
A passive skill is a skill that, when learned by a character, bestows a permanent state to that character. This is superior to applying a state in the following ways:
1. States are removed upon the "Death" state.
2. Skills can be learned through gameplay and thus earned by the player.
A stackable state is a state which multiplies its effects for each time it is applied to the same target. For example, a poison status that reduces HP by 5% every turn would reduce HP by 10% at two stacks, and 15% at three stacks. Technically, these figures might not be exact due to multiplying percentages by percentages, but at this time, I don't particularly care.
Now, what follows is a list of scripts which attempt to perform these functions, and why they don't fulfill the necessary criteria, most of which are due to incompatibility with other scripts. It's essential that these scripts are compatible with other, unpredictable script lists, to abstain from potential monopolastic practices among strangers on the Internet and because alone they do not a game make. If you still require an example to work from somehow, pick a random assortment of a majority of Yanfly's scripts. This especially works because learning a passive skill from his JP system is sufficient.
PASSIVE STATES
1. Neon Black's Passive States
Incompatible with the better of the stackable state scripts available.
2. Syvkal's Passive States
For some reason, this script uses dummy weapons instead of states, and also breaks the notes in weapons if they aren't wrapped in angle brackets.
3. Victor Sant's Passive States
Incompatible with the better of the stackable state scripts available. It just marches into its trailer in a huff if it detects a script it has a grudge against.
4. Yanfly's Lunatic States
If I could script, I wouldn't need someone else's script. As it stands, I can't even tell if this script provides this functionality or not.
5. Yanfly's Passive States
This script actually doesn't do anything, because its functionality can be replicated in the VX Ace editor by applying traits to the limited scope this script covers--which doesn't cover skills. This makes it about as useful as replicating Morrowind's or Oblivion's engine functions when you're remaking the games in Skyrim's engine.
STACKABLE STATES
1. Neon Black's Stacking States
For some unfathomable reason, this script only applies to parameters and special parameters, the most influential of which can be replicated by using buffs, and which leaves out extra parameters, which have the most functionality (such as, oh, a little thing called "poison").
2. SegfaultOnline1's Build-Upon States
Convoluted instructions.
3. Shiggy's Stacking States
Poor commenting in the code fails to explain why this script breaks every other script it touches. However, it works with extra paramters such as HP Regen and whatnot.
If anyone's able to bug fix these scripts, kudos. Ruby somehow manages to be even more horrendous than JavaScript, and despite its rampant obscurity, it still got shoehorned into the RPG Maker series for at least three incarnations.
Search engines had a limited pool of relevance, to nobody's surprise.
To those who feel vindicated at responding to a VX Ace query with a suggestion to get MV, very good, thank you so much, I would never have thought of that. Incidentally, Yanfly forgot to port a certain handful of his scripts to MV plugins.
1. States are removed upon the "Death" state.
2. Skills can be learned through gameplay and thus earned by the player.
A stackable state is a state which multiplies its effects for each time it is applied to the same target. For example, a poison status that reduces HP by 5% every turn would reduce HP by 10% at two stacks, and 15% at three stacks. Technically, these figures might not be exact due to multiplying percentages by percentages, but at this time, I don't particularly care.
Now, what follows is a list of scripts which attempt to perform these functions, and why they don't fulfill the necessary criteria, most of which are due to incompatibility with other scripts. It's essential that these scripts are compatible with other, unpredictable script lists, to abstain from potential monopolastic practices among strangers on the Internet and because alone they do not a game make. If you still require an example to work from somehow, pick a random assortment of a majority of Yanfly's scripts. This especially works because learning a passive skill from his JP system is sufficient.
PASSIVE STATES
1. Neon Black's Passive States
Incompatible with the better of the stackable state scripts available.
2. Syvkal's Passive States
For some reason, this script uses dummy weapons instead of states, and also breaks the notes in weapons if they aren't wrapped in angle brackets.
3. Victor Sant's Passive States
Incompatible with the better of the stackable state scripts available. It just marches into its trailer in a huff if it detects a script it has a grudge against.
4. Yanfly's Lunatic States
If I could script, I wouldn't need someone else's script. As it stands, I can't even tell if this script provides this functionality or not.
5. Yanfly's Passive States
This script actually doesn't do anything, because its functionality can be replicated in the VX Ace editor by applying traits to the limited scope this script covers--which doesn't cover skills. This makes it about as useful as replicating Morrowind's or Oblivion's engine functions when you're remaking the games in Skyrim's engine.
STACKABLE STATES
1. Neon Black's Stacking States
For some unfathomable reason, this script only applies to parameters and special parameters, the most influential of which can be replicated by using buffs, and which leaves out extra parameters, which have the most functionality (such as, oh, a little thing called "poison").
2. SegfaultOnline1's Build-Upon States
Convoluted instructions.
3. Shiggy's Stacking States
Poor commenting in the code fails to explain why this script breaks every other script it touches. However, it works with extra paramters such as HP Regen and whatnot.
If anyone's able to bug fix these scripts, kudos. Ruby somehow manages to be even more horrendous than JavaScript, and despite its rampant obscurity, it still got shoehorned into the RPG Maker series for at least three incarnations.
Search engines had a limited pool of relevance, to nobody's surprise.
To those who feel vindicated at responding to a VX Ace query with a suggestion to get MV, very good, thank you so much, I would never have thought of that. Incidentally, Yanfly forgot to port a certain handful of his scripts to MV plugins.
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