I've never used a MV plugin before, do I have to manually add all the states, buffs and stuff to the database or can I go into a battle without all that?
The basic part is to at least enter the State ID in the Plugin that you'll use for the Vore State. The plugin should work when that State is applied successfully (used like any other state)
Hey, I think I encountered a bug with <GluttonStateBattler: amount state_id battler_name> on VDBSMVAdvanced. For some reason the 'state_id' it is also reading the image as a 'battler_name'.
This is what I put
So it is technically working but 'battler_name' image is not getting picked up.
If you are using the Advanced version of this plugin (MV or MZ), you may run into a crash if you try attacking an empty space where a devoured foe would be. To fix this issue, you can go to line 2056 in the code, and then Replace `Math.randomInt(100) < parseInt(mem.voreRedirect()
With (mem && Math.randomInt(100) < parseInt(mem.voreRedirect())
Remember to close out all brackets, and it should run fine.
In VDBSMVBasic or Advanced, set the State ID under Vore State. Whenever the enemy/actor casts a skill that applies that State, it should work when A) the target's sprite is no longer visible and B) the target cannot be target normally. The Pred State is optional, mainly used if you want a skill to "remove" the vore relationship from the pred instead of the prey.
Anyway, you would then place the <tag: x> in the Actor/Enemy noteboxes, either if they are the caster (Pred) or the target (Prey). For example, Enemy Slime and Enemy Toad both cast the same Vore Skill but can be defined with different turn lengths in their noteboxes.
In the Database, nearly all the tabs (Actors, Classes, Skills, etc) have a Note box in the lower right corner. Quick history: it was designed mainly for notes, but scripters back in the XP/Ace age realized they could read whatever is in that box. Usually, Note Tags have a sort of structure to separate them from actual notes.
All you have to do is follow the examples listed in the plugin's Help box. You can also copy/paste and change the values. For example:
<VoreTurns: 1 3> <DigestHP: 15> placed inside an Enemy's Note box, assuming that the Enemy casts a vore skill, will overwrite the default Vore State's range between 1 to 3 turns. The second notetag means that the captured target will lose 15 HP each turn it remains Vored by said Enemy.
If you accidentally copied the whole sentence up there, the code still works since it only cares about what matches the note tags.
---
<VoreTurns: 1 3 DigestHP: 15> will NOT work. This is read as one code block. As an example, you might have a code to replace "apples" and "bananas", but the code does not replace "apples bananas".
<VoreTurns: 1> <digesthp: 15> will NOT work. Code, especially those involving Notetags, tend to be precise to avoid accidental activations. The first notetag does not match the structure and the second notetag does not match the keyword/case-sensitivity. As an example, think of supermarket discounts where one only works if both "cereal" and "milk" are purchased and the other only works with a specific flavor of "chips".
If you put these two examples in the Note Box, there is no risk of crashing because these do not match what is defined in the code.
Hi, not sure if you're still here or not, but I really liked your plugin.
However, there seem to be some problems with the digestion note tags.
So, first, I set up the skills and states and it works perfectly for the mechanics between vore state and pred state.
However, for the MZ advanced version, when I tried attaching <Digest: 100> to the notes of Enemies data, in a battle no actual digestion happens. Actors take no damage at all.
Then I turned off the MZ advanced version and tried the MZ basic version, and digestion occurs properly, the actor loses 100 hp.
Is there some sort of issue with the notetags in MZ advanced version or am I doing it wrong?
Sorry for the late reply. Anyway, <Digest: 100> is not going to do anyway, it should be <DigestHP: 100>. However, what you may be looking for is <DigestHP: -100> where -100 takes away 100 HP from the prey.
Also, I just read through and noticed that the popup doesn't appear for digestion. A quick look shows that the processes for setupDamagePopup are different, so I'll have to rewrite that part.
The fix for this and the "cannot save" should be up in some time.
When I download the game it for some reason it deletes itself for my computer, and I don't know if it is the website, something on my end, both, or something different. If someone knows how to fix it can you help me?
I don't think I've encountered that issue. It could be a possibility that I deleted the files to upload a new version, but that should not be an issue for now.
Make sure you have the latest version, which was around noon. The first time I was alerted to this error (people killed a slime), it turns out I had a placeholder that used a $dataSkills and the method did not the action until the skill-related tags were added to the demo, but an action is not at the same level as $dataSkills.
This should be fixed as the placeholder is replaced with an actual action.
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I've never used a MV plugin before, do I have to manually add all the states, buffs and stuff to the database or can I go into a battle without all that?
The basic part is to at least enter the State ID in the Plugin that you'll use for the Vore State. The plugin should work when that State is applied successfully (used like any other state)
Does not work well with support RPG maker MZ
There is no MZ version.
Everything seems to work but no message is displayed whenever someone receives digestion damage. Any idea for a fix for this?
Was this just updated? What is new?
Not sure if you're still working on this plugin, but what happened to the MZ version? Is that no longer being worked on?
sorry how to play the advanced one?
Is commercial use allowed?
Yes
Hey, I think I encountered a bug with <GluttonStateBattler: amount state_id battler_name> on VDBSMVAdvanced.
For some reason the 'state_id' it is also reading the image as a 'battler_name'.
This is what I put
So it is technically working but 'battler_name' image is not getting picked up.
If you are using the Advanced version of this plugin (MV or MZ), you may run into a crash if you try attacking an empty space where a devoured foe would be. To fix this issue, you can go to line 2056 in the code, and then Replace `Math.randomInt(100) < parseInt(mem.voreRedirect()
With (mem && Math.randomInt(100) < parseInt(mem.voreRedirect())
Remember to close out all brackets, and it should run fine.
i have a feeling ill need this soon
where I can Advanced Version? I only see Demo.zip and Basic.js MV/MZ for me.
You can now. Forgot to press the Save button as it was a while since I updated this. Anyway, re-upload fixed a few bugs.
Maybe this is kinda late reply but regardless thank you ๐๐๐
how do i use this? i read the plugin thing but i cant figure out how to make states with vore
In VDBSMVBasic or Advanced, set the State ID under Vore State. Whenever the enemy/actor casts a skill that applies that State, it should work when A) the target's sprite is no longer visible and B) the target cannot be target normally. The Pred State is optional, mainly used if you want a skill to "remove" the vore relationship from the pred instead of the prey.
Anyway, you would then place the <tag: x> in the Actor/Enemy noteboxes, either if they are the caster (Pred) or the target (Prey). For example, Enemy Slime and Enemy Toad both cast the same Vore Skill but can be defined with different turn lengths in their noteboxes.
could you send a picture with an example of how to do notetags
In the Database, nearly all the tabs (Actors, Classes, Skills, etc) have a Note box in the lower right corner. Quick history: it was designed mainly for notes, but scripters back in the XP/Ace age realized they could read whatever is in that box. Usually, Note Tags have a sort of structure to separate them from actual notes.
All you have to do is follow the examples listed in the plugin's Help box. You can also copy/paste and change the values. For example:
<VoreTurns: 1 3> <DigestHP: 15> placed inside an Enemy's Note box, assuming that the Enemy casts a vore skill, will overwrite the default Vore State's range between 1 to 3 turns. The second notetag means that the captured target will lose 15 HP each turn it remains Vored by said Enemy.
If you accidentally copied the whole sentence up there, the code still works since it only cares about what matches the note tags.
---
<VoreTurns: 1 3 DigestHP: 15> will NOT work. This is read as one code block. As an example, you might have a code to replace "apples" and "bananas", but the code does not replace "apples bananas".
<VoreTurns: 1> <digesthp: 15> will NOT work. Code, especially those involving Notetags, tend to be precise to avoid accidental activations. The first notetag does not match the structure and the second notetag does not match the keyword/case-sensitivity. As an example, think of supermarket discounts where one only works if both "cereal" and "milk" are purchased and the other only works with a specific flavor of "chips".
If you put these two examples in the Note Box, there is no risk of crashing because these do not match what is defined in the code.
Is this correct?
it says that the vore skill has no effect.
As mentioned earlier, the skill has to add the Vore State. Why? Because "skill has no effect" tends to pop up for no-damage no-state skills.
Hi, not sure if you're still here or not, but I really liked your plugin.
However, there seem to be some problems with the digestion note tags.
So, first, I set up the skills and states and it works perfectly for the mechanics between vore state and pred state.
However, for the MZ advanced version, when I tried attaching <Digest: 100> to the notes of Enemies data, in a battle no actual digestion happens. Actors take no damage at all.
Then I turned off the MZ advanced version and tried the MZ basic version, and digestion occurs properly, the actor loses 100 hp.
Is there some sort of issue with the notetags in MZ advanced version or am I doing it wrong?
Would appreciate your kind help on this.
Sorry for the late reply. Anyway, <Digest: 100> is not going to do anyway, it should be <DigestHP: 100>. However, what you may be looking for is <DigestHP: -100> where -100 takes away 100 HP from the prey.
Also, I just read through and noticed that the popup doesn't appear for digestion. A quick look shows that the processes for setupDamagePopup are different, so I'll have to rewrite that part.
The fix for this and the "cannot save" should be up in some time.
whenever I open the game it just shows a black screen but plays the music. PLZ help
I downloaded the demo and it runs without problems. I do not believe this is an issue with the game, so I cannot help you.
When I download the game it for some reason it deletes itself for my computer, and I don't know if it is the website, something on my end, both, or something different. If someone knows how to fix it can you help me?
I don't think I've encountered that issue. It could be a possibility that I deleted the files to upload a new version, but that should not be an issue for now.
the game crashs you get this
https://gyazo.com/45e5874e127ec755a3d736ae5a64b6b4
Make sure you have the latest version, which was around noon. The first time I was alerted to this error (people killed a slime), it turns out I had a placeholder that used a $dataSkills and the method did not the action until the skill-related tags were added to the demo, but an action is not at the same level as $dataSkills.
This should be fixed as the placeholder is replaced with an actual action.
ok thanks for the info
are you going to use thin in your game
Yes, which was one of the reason I haven't touched MV much.