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> YEM BEM New Functions v2.4 - GB Production, "A tease for people who don't use melody"
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gagay
post Dec 25 2010, 02:26 AM
Post #1


Prinny
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Type: Coder
Alignment: True Neutral




YEM BEM New Functions v2.4
By GB Production
Last Update : 17/01/2010

Hey, I'm french, sorry for my really bad english^^


INTRODUCTION
This script add new functions to the YEM Battle Engine Melody.
You can request function in this topic.


FEATURES
- New complex states for BEM
- New option for Melody II (Skill configuration)


SCREENSHOTS :




HOW TO USE
Spoiler:

- Place this script under YEM Battle Engine Melody



DEMO
No demo at the moment.
The script is available on our development blog
Pick the last version.

FAQ and informations
How and where adding the mana burn paragraph:
Spoiler:

QUOTE
code:
#----------------------------------------------------------------------
# <damage: manaburn> GB Production
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
when /manaburn-(\d+)-(\d+)-(.*)/i
mana_percent = $1.to_i
damage_per_mana = $2.to_i
type = $3.upcase
if type == "LOSE"; lose_mana = true; else; lose_mana = false; end
mana_burn = (target.mp*mana_percent)/100
@hp_damage = mana_burn*damage_per_mana
@mp_damage = mana_burn if lose_mana





Drakonais: How to use Doom with ATB mode:
Spoiler:

If gagay doesn't mind, I'll keep posting work-arounds for the skills that don't function in ATB so us ATB users can still appreciate your hard work:

Doom work-around:
Using New Functions' Doom system to cause Incapacitated status in the ATB system causes the game to freeze but can implement all other statuses without a problem. So we can engineer a work around. First, set up the Doom system as instructed in gagay's script. Then create 2 states. One will be the "Doom Countdown" and will have the following notetags inside:

<leave effect: doom>
<doom: state-X>
<popup hide rem>

X is the ID number for the state which is applied when the doom countdown state reaches 0.

The second state is a dummy state that the system is actively checking for. I called it "Hidden Doom." It should be the state that matches the X value above. Give this state the following notetags.

<popup hide rem>
<popup hide add>

Finally, use ATB's common event #7, (the ATB Turn Update common event) and put the following conditional inside:

>Conditional Branch: [1. ] is [Hidden Doom] Inflicted
>Show Battle Animation: [1. ], Reaper Takes Soul
>Change Enemy State: [1. ], + [Incapacitated]

Do that for enemies 1 through 8 and for all of your actors. And you're done! Now your BEM ATB system can use Doom states.


Drakonais: How to use Mime with ATB mode :
Spoiler:

If anyone is wondering how to use Mime: currently, it uses a skill to detect the last skill used and waits
to use it until next turn. This was a bother for me (I wanted a FF-type version where the copied move is
used right away), so I made the same skill that uses the Mime tags also afflict the user with a status. In the
status notebox, just type <atb reset: +100%> and have it expire after one turn. It'll make the hero use the Mime skill
and the copied skill back-to-back, just like FF.


Multi actor skill code:
Spoiler:

QUOTE
<multi_actors: 4>
<target: 50 random foes>

<setup action>
move partner1: x, 350
move partner1: y, 210
move partner2: x, 350
move partner2: y, 220
move partner3: x, 350
move partner3: y, 230
move partner4: x, 350
move partner4: y, 240, wait
ani wait: 3
create icon: partner1, weapon, behind
icon: partner1, weapon, upswing
ani wait: 2
create icon: partner2, weapon, behind
icon: partner2, weapon, upswing
ani wait: 2
create icon: partner3, weapon, behind
icon: partner3, weapon, upswing
ani wait: 2
create icon: partner4, weapon, behind
icon: partner4, weapon, upswing
ani wait: 2
animation 43: rand partner, wait
animation 33: rand partner
ani wait: 4
transform: partner1, Actor_019_8D
transform: partner2, Actor_019_8D
transform: partner3, Actor_019_8D
transform: partner4, Actor_019_8D
ani wait: 20
</setup action>

<whole action>
</whole action>

<target action>
active battler: rand partner
teleport: user, target, front
if @temp == 0
icon: user, weapon, swing
pose: user, 1h swing
stance: target, damage
animation 7: target
script: @temp = 1
else
icon: user, weapon, upswing
pose: user, 2h swing reverse
stance: target, damage
animation 7: target, mirror
script: @temp = 0
end
ani wait: 3
skill effect: whole
move target: backward, 1
wait: 3
</target action>


<follow action>
transform: partner1, back
transform: partner2, back
transform: partner3, back
transform: partner4, back
delete icon: partner1, weapon
delete icon: partner2, weapon
delete icon: partner3, weapon
delete icon: partner4, weapon
</follow action>



How to create the jump of the dragonner in FF:
Spoiler:


QUOTE
<target action>
ani wait: 4
se: Jump1, 80, 100
jump: user, 800, 30
ani wait: 1
teleport: user, 272, -200
exclusion: user, 2, 283
</target action>



QUOTE
<setup action>
</setup action>

<whole action>
</whole action>

<target action>
teleport: user, 272, -200
move user: target
ani wait: 10
skill animation
skill effect: whole
jump: user, 50, 20
move user: forward, 40, wait
</target action>




Version history
Spoiler:

29/12/2010 - v2.0 - IceDragon Updated
Added Breaks for Cover, Reflect and Counter
Fixed bugs regarding freeze up if all battlers had reflect.
Added Caching for Cover, Reflect, Counter and break states (Reduce Lag)
28/12/2010 - v1.9
Add invisible option for states
Fix bug regarding cover
28/12/2010 - v1.8
Add mime tag for skills
Hp_dmg > 0 condition added for some states
Code improve
27/12/2010 - v1.7
Add new action exclusion
Fix bug regarding auto_recoveryskill
27/12/2010 - v1.6
Fix counters cache identification bug
Fix auto recovery skill loop bug
27/12/2010 - v1.5
Script optimization and quick fixes (Thanks to IceDragon)
Some issues with reflect fix
Add auto potion state
Add auto life state
Add auto recovery skill
Add a new module configuration for LUNATIC mode
26/12/2010 - v1.4
Cover process improve, add a percent probability
Add counter attack on enemy skill
Add percent probability for counter attack
Add magical counter
26/12/2010 - v1.3
Add possibility for animation to move from a battler to another in battle
26/12/2010 - v1.2
Add attack and skill cover state
25/12/2010 - v1.1
Add counter attack state
Add "behind" option for icon
24/12/2010 - v1.0 done
Add phycisal and magical reflect state
24/12/2010 - Begin script


Credit and Thanks
- If you use this script, please don't forget to include GB Production or a link to our blog in your game credits.
- IceDragon

AUTHOR'S NOTE
Report bugs please!
Need other functions ? Ask me here or on the dev blog ^^!!

This post has been edited by gagay: Jan 17 2011, 07:14 PM


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new
post Dec 26 2010, 05:24 AM
Post #2



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Type: Designer
Alignment: Chaotic Evil




wow this is so awesome. so cover, autolife, doom, counterattack, will also be added?


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wsensor
post Dec 26 2010, 05:32 AM
Post #3


Worthless Tinkerer
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Type: Undisclosed
Alignment: Unaligned




This adds some nice features.

Could you add in another "Counter Type" that can cast/use one or more spells/skills with a probability?
Example: Hit by a physical attack you attack back and also have the chance to do another counter attack or use a skill or two.

Also an Auto-Recovery state that might use a potion when taking damage if you had the potion and if you took so much damage.
Example: You have 1000hp you take 200hp damage and you have a small potion in your inventory so you would use a small potion.
This would need to be setup so that different states would allow use of different items and different checks on items available.


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bazbroketail
post Dec 26 2010, 06:51 AM
Post #4



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Type: Undisclosed




Is there a way to make it so that a character that has the cover and counter states don't always do it? Like make it a percentage or a chance that they will counter an attack or cover and ally? I've been playing with it for a while now, but it seems like they will always counter and always cover.
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Kaimi
post Dec 26 2010, 08:28 AM
Post #5


RPGMakerVX.net's official Seranille lover
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Type: Writer
Alignment: Lawful Good




@new: Yanfly programmed Doom into mechanics of BEM in the very beginnings. Counter-attack you can acquire from Shanghai's Counterattack State or something on PocketWiki. I'm not sure about Auto-Life, but there's a script here which was made by wltrs.


--------------------

Thanks to Kaviator for the signature


My resources
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gagay
post Dec 26 2010, 11:41 AM
Post #6


Prinny
Group Icon


Type: Coder
Alignment: True Neutral




Update to v1.3 with an new option that allow animation to travel from a battler to another in battle.
It was a bit hard to do it, maybe i'll update this function later for a better effect and more option.

EDIT: Don't worry about the no display popup bug, it will be fix in v1.4

Work in progress :

More option for the counter attack
Auto-potion
Mime
Jump
I don't remember what is autolife and doom ???????

QUOTE
Is there a way to make it so that a character that has the cover and counter states don't always do it? Like make it a percentage or a chance that they will counter an attack or cover and ally? I've been playing with it for a while now, but it seems like they will always counter and always cover.

I am agree with you for a percentage for counter attack but I think a cover must work all the time, no ?



EDIT2:
Update to v1.4
Cover process improve, add a percent probability
Add counter attack on enemy skill
Add percent probability for counter attack
Add magical counter

This post has been edited by gagay: Dec 26 2010, 02:48 PM


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IceDragon
post Dec 26 2010, 03:34 PM
Post #7


I demand cookies.
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Type: Coder
Alignment: Neutral Good




1st of all, F-Tastic.

I haven't tried it out yet.

But you don't have to do the Doom (Its already apart of YEM, under the lunatic status effects, its a leave effect)

Autolife works like this.
Spoiler:

While the character is alive, they have a state (Autolife), when they die, the effect is activated (You can also expand on this, by adding a lunatic section, I have plenty of ideas).
In this case, it will revive the character (And usually restores all HP, also an option to consider)

Now that I think about it... This can also be done using the current system.


--Some ideas straight of the top of head
Item, Skill, Attack, Specific Category Reflect (Yup all that) I guess you already have

Also you don't mind me editing the script, do you?


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gagay
post Dec 26 2010, 03:50 PM
Post #8


Prinny
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Type: Coder
Alignment: True Neutral




Thanks for autolife explaination tongue.gif ^^

I don't anderstand your last question, you want to edit the script ?

I am actually working on this:
-Auto-potion done
-Mime
-Jump: I am going to create a new tag for skills to leave a player during a battle
Ex: leave: 2 (Battler leave the battle during 2 turn and come back), This allow maker to do a skill like the jump of the dragonner in FF.
-Autolife (easy to do, I'll do it for the v1.5)
-antiboom (ignore the target reflect)
-levitation (just a visual aspect that allow the battler to float to create a levit skill)
-Hades n°5 (The target of this skill depend of the target level)

This post has been edited by gagay: Dec 26 2010, 04:11 PM


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kirinelf
post Dec 26 2010, 04:06 PM
Post #9


The Fallen Angel
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Type: Writer
Alignment: Neutral Good




The countdown is basically Doom. Hit them with Doom, a counter appears and when it reaches 0, the target dies instantly. Is that what you meant?

Nice states you've got though.


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gagay
post Dec 26 2010, 06:31 PM
Post #10


Prinny
Group Icon


Type: Coder
Alignment: True Neutral




Thanks to IceDragon (can I call you "my mentor"?^^) for code optimization.

Auto_potion and Auto_life are already done but I'm actually adding a Lunatic mode for each actions before the v1.5 released


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wsensor
post Dec 26 2010, 09:59 PM
Post #11


Worthless Tinkerer
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Type: Undisclosed
Alignment: Unaligned




QUOTE (gagay @ Dec 26 2010, 01:31 PM) *
Thanks to IceDragon (can I call you "my mentor"?^^) for code optimization.

Auto_potion and Auto_life are already done but I'm actually adding a Lunatic mode for each actions before the v1.5 released


Could you make a copy of the Auto_potion and make it as Auto_recoveryskill ? < Would be the same type of thing but would use a healing skill to heal oneself instead.


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new
post Dec 27 2010, 12:19 AM
Post #12



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Type: Designer
Alignment: Chaotic Evil




can't wait for it!


--------------------
download here
(Ask before using a bar from someone's sig -Touchfuzzy)
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gagay
post Dec 27 2010, 12:36 AM
Post #13


Prinny
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Type: Coder
Alignment: True Neutral




Ok update to v1.5 !

Many things change in the code I hope there are no bugs... sad.gif

Script optimization and quick fixes (Thanks to IceDragon)
Some issues with reflect fix
Add auto potion state
Add auto life state
Add auto recovery skill
Add a new module configuration for LUNATIC mode

Thanks to report bugs^^ Request are always open of course.

QUOTE
Work in progress:

-Mime
-Jump: I am going to create a new tag for skills to leave a player during a battle
Ex: leave: 2 (Battler leave the battle during 2 turn and come back), This allow maker to do a skill like the jump of the dragonner in FF.
-antiboom (ignore the target reflect)
-levitation (just a visual aspect that allow the battler to float to create a levit skill)
-Hades n°5 (The target of this skill depend of the target level)
- Patch: Choice to target ally and enemy



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Zakkie
post Dec 27 2010, 10:05 AM
Post #14



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Type: Writer
Alignment: Unaligned




just tested v1.5

auto life works for me, but not autorecoveryskills. Tested it with different characters/states/skills
counter stopped working to my own surprise


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gagay
post Dec 27 2010, 12:50 PM
Post #15


Prinny
Group Icon


Type: Coder
Alignment: True Neutral




QUOTE (Zakkie @ Dec 27 2010, 11:05 AM) *
just tested v1.5

auto life works for me, but not autorecoveryskills. Tested it with different characters/states/skills
counter stopped working to my own surprise


I have reupload the script with those problems fix.

Regarding auto recoveryskill :
Battler must have the skill in his battle skills list or the auto recoveryskill won't work (It's a choice I have made, if you want I can do an option in the tag to choose if the battler must have learned the skill or not)


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Drakonais
post Dec 27 2010, 05:28 PM
Post #16



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Type: Designer




I am extremely excited about this if it works as advertised. Mime and Jump are two additions I'd definitely like to see. Checking for bugs right now!

This post has been edited by Drakonais: Dec 27 2010, 05:31 PM
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Kaimi
post Dec 27 2010, 06:33 PM
Post #17


RPGMakerVX.net's official Seranille lover
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Type: Writer
Alignment: Lawful Good




This adds more Final Fantasy X mechanics; must say I really like it.


--------------------

Thanks to Kaviator for the signature


My resources
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gagay
post Dec 27 2010, 07:04 PM
Post #18


Prinny
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Type: Coder
Alignment: True Neutral




Script updated to v1.7

What new ?
Add new action exclusion
Fix bug regarding auto_recoveryskill

NOTA: I find many bugs with the auto_recoverskill state, be careful -.-

Ralph: "Action exclusion ? Oh no another useless actions for YEM BEM."
GB Prod: "Read this before say useless !"

#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# exclusion: tune1, tune2, tune3
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# tune1
# - refer to target typing; See manual at the top for more info.
# tune2
# - Integer; This integer is the number of turn the target will be exclude of the battle
# - end; This means that the target is definitely exclude of the battle
# tune3 (optionnal)
# - Skill ID; The ID of the skill to play when the battler come back in battle
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This action allow you to exclude a battler of the battle. The duration of
# the exclusion can be a number in turn or definitive.
# If all the members of a party are exclude the battle is finish, be careful.
# You have the choice to cast a skill when the battler come back in battle,
# this allow you to create a skill like the jump of the dragonner in Final Fantasy.
# NOTA: The target(s) of the skill will be the target(s) of the action who have exclude
# the battler and not the target of the skill to cast.
# --- Example --- - - - - - - - - - - - - - - - - - - - - - - - - - - -
# exclusion: user, 2
# exclusion: targets, end
# exclusion: user, 2, 40
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


Ralph: "Tss, I'm sure it's bugged!!!"

I have configure a simple Jump skill in my project, here 2 screenshots if you want to try it.

QUOTE
<target action>
ani wait: 4
se: Jump1, 80, 100
jump: user, 800, 30
ani wait: 1
teleport: user, 272, -200
exclusion: user, 2, 283
</target action>



QUOTE
<setup action>
</setup action>

<whole action>
</whole action>

<target action>
teleport: user, 272, -200
move user: target
ani wait: 10
skill animation
skill effect: whole
jump: user, 50, 20
move user: forward, 40, wait
</target action>





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Drakonais
post Dec 27 2010, 07:10 PM
Post #19



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Type: Designer




Here's one fix: can you make it so the counter states only trigger a counter if the target loses health? It seems silly that a counter can be triggered if, for example, a hero with the counter state gets healed by an ally.
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gagay
post Dec 27 2010, 07:18 PM
Post #20


Prinny
Group Icon


Type: Coder
Alignment: True Neutral




QUOTE (Drakonais @ Dec 27 2010, 08:10 PM) *
Here's one fix: can you make it so the counter states only trigger a counter if the target loses health? It seems silly that a counter can be triggered if, for example, a hero with the counter state gets healed by an ally.


Sure, it's an oversight of me, I'll fix it in next version.


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