http://www.yanfly.moe/wiki/index.php?title=Why_Certain_Plugins_Wont_Be_Ported&feed=atom&action=historyWhy Certain Plugins Wont Be Ported - Revision history2024-03-28T17:06:07ZRevision history for this page on the wikiMediaWiki 1.32.2http://www.yanfly.moe/wiki/index.php?title=Why_Certain_Plugins_Wont_Be_Ported&diff=11764&oldid=prevYanfly: /* Instant Cast (YEP) as a Standalone Plugin */2022-05-23T03:41:24Z<p><span dir="auto"><span class="autocomment">Instant Cast (YEP) as a Standalone Plugin</span></span></p>
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<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 03:41, 23 May 2022</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This is why we made it so that '''Instant'''-like effects only exist within certain battle systems like [[Battle System - OTB VisuStella MZ]] or [[Battle System - STB VisuStella MZ]] because in those battle systems, it actually makes sense. Otherwise, it breaks the flow of the default battle system or [[Battle System - BTB VisuStella MZ]]. For battle systems like [[Battle System - ATB VisuStella MZ]] or [[Battle System - CTB VisuStella MZ]], just make the after gauge go to full 100%. Yes, it's not going to guarantee the action will happen immediately, but it's still a better workaround than something that's going to topple the flow of battle. For [[Battle System - FTB VisuStella MZ]], just set the action cost to 0.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This is why we made it so that '''Instant'''-like effects only exist within certain battle systems like [[Battle System - OTB VisuStella MZ]] or [[Battle System - STB VisuStella MZ]] because in those battle systems, it actually makes sense. Otherwise, it breaks the flow of the default battle system or [[Battle System - BTB VisuStella MZ]]. For battle systems like [[Battle System - ATB VisuStella MZ]] or [[Battle System - CTB VisuStella MZ]], just make the after gauge go to full 100%. Yes, it's not going to guarantee the action will happen immediately, but it's still a better workaround than something that's going to topple the flow of battle. For [[Battle System - FTB VisuStella MZ]], just set the action cost to 0.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>To us, we already added in all these battle system-specific '''Instant'''-like effects that emulate the effect when it makes sense. But for the battle systems where '''Instants''' do not make sense in, such as the default battle system or BTB, we're not going to release a standalone version for it brute force in the effects when it's going to break so much compatibility and battle flow with everything else. I'm sorry, but you'll have to make do with what tools you're given with, whether they're slight changes to the after gauge or a zero cost. It's better to get a game mechanic closely fit the bill and still have the rest of the game working than the game mechanic working exactly how you want and breaking everything else.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>To us, we already added in all these battle system-specific '''Instant'''-like effects that emulate the effect when it makes sense. But for the battle systems where '''Instants''' do not make sense in, such as the default battle system or BTB, we're not going to release a standalone version for it <ins class="diffchange diffchange-inline">to </ins>brute force in the effects when it's going to break so much compatibility and battle flow with everything else. I'm sorry, but you'll have to make do with what tools you're given with, whether they're slight changes to the after gauge or a zero cost. It's better to get a game mechanic closely fit the bill and still have the rest of the game working than the game mechanic working exactly how you want and breaking everything else.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
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</table>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Why_Certain_Plugins_Wont_Be_Ported&diff=11763&oldid=prevYanfly: /* Item Core (YEP)'s Independent Items */2022-05-23T03:37:12Z<p><span dir="auto"><span class="autocomment">Item Core (YEP)'s Independent Items</span></span></p>
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<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 03:37, 23 May 2022</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[File:YEP.011.jpg|300px|link=Item Core (YEP)]]</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[File:YEP.011.jpg|300px|link=Item Core (YEP)]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Unlike the plugins mentioned above, '''Independent Items''' saw <del class="diffchange diffchange-inline">a lot of </del>usage <del class="diffchange diffchange-inline">compared to the others </del>(although still not as much as what some people would think). However, the large amounts of problems that came up with '''Independent Items''' made me not want to deal with them ever again even if I were to sell an extension plugin that enabled them for $1000 each.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Unlike the plugins mentioned above, '''Independent Items''' saw <ins class="diffchange diffchange-inline">more </ins>usage (although still not as much as what some people would think). However, the large amounts of problems that came up with '''Independent Items''' made me not want to deal with them ever again even if I were to sell an extension plugin that enabled them for $1000 each.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>For those that don't know, '''Independent Items''' are items, weapons, and armors that can be altered and have their changes remain there permanently. A Longsword's stats can differ from another Longsword's stats while still being from the same base item. This works completely different from how items, weapons, and armors work normally in RPG Maker as a whole. Normally, items, weapons, and armors all have predetermined stats and these stats would never change nor their effects. As such, to get '''Independent Items''' working, a lot of things had to be changed, including how items, weapons, and armors worked and how their data was stored.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>For those that don't know, '''Independent Items''' are items, weapons, and armors that can be altered and have their changes remain there permanently. A Longsword's stats can differ from another Longsword's stats while still being from the same base item. This works completely different from how items, weapons, and armors work normally in RPG Maker as a whole. Normally, items, weapons, and armors all have predetermined stats and these stats would never change nor their effects. As such, to get '''Independent Items''' working, a lot of things had to be changed, including how items, weapons, and armors worked and how their data was stored.</div></td></tr>
</table>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Why_Certain_Plugins_Wont_Be_Ported&diff=11762&oldid=prevYanfly: /* Item Core (YEP)'s Independent Items */2022-05-23T03:36:59Z<p><span dir="auto"><span class="autocomment">Item Core (YEP)'s Independent Items</span></span></p>
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<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 03:36, 23 May 2022</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l163" >Line 163:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[File:YEP.011.jpg|300px|link=Item Core (YEP)]]</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[File:YEP.011.jpg|300px|link=Item Core (YEP)]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Unlike the plugins mentioned above, '''Independent Items''' saw a lot of usage (although still not as much as what some people would think). However, the large amounts of problems that came up with '''Independent Items''' made me not want to deal with them ever again even if I were to sell an extension plugin that enabled them for $1000 each.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Unlike the plugins mentioned above, '''Independent Items''' saw a lot of usage <ins class="diffchange diffchange-inline">compared to the others </ins>(although still not as much as what some people would think). However, the large amounts of problems that came up with '''Independent Items''' made me not want to deal with them ever again even if I were to sell an extension plugin that enabled them for $1000 each.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>For those that don't know, '''Independent Items''' are items, weapons, and armors that can be altered and have their changes remain there permanently. A Longsword's stats can differ from another Longsword's stats while still being from the same base item. This works completely different from how items, weapons, and armors work normally in RPG Maker as a whole. Normally, items, weapons, and armors all have predetermined stats and these stats would never change nor their effects. As such, to get '''Independent Items''' working, a lot of things had to be changed, including how items, weapons, and armors worked and how their data was stored.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>For those that don't know, '''Independent Items''' are items, weapons, and armors that can be altered and have their changes remain there permanently. A Longsword's stats can differ from another Longsword's stats while still being from the same base item. This works completely different from how items, weapons, and armors work normally in RPG Maker as a whole. Normally, items, weapons, and armors all have predetermined stats and these stats would never change nor their effects. As such, to get '''Independent Items''' working, a lot of things had to be changed, including how items, weapons, and armors worked and how their data was stored.</div></td></tr>
</table>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Why_Certain_Plugins_Wont_Be_Ported&diff=10953&oldid=prevYanfly: /* Budget */2022-01-15T05:15:27Z<p><span dir="auto"><span class="autocomment">Budget</span></span></p>
<table class="diff diff-contentalign-left" data-mw="interface">
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<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 05:15, 15 January 2022</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l77" >Line 77:</td>
<td colspan="2" class="diff-lineno">Line 77:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>For those unaware, VisuStella MZ's team is made up of plugin developers who get paid. These developers port over plugins, refine them, ensure they're compatible with the rest of the RPG Maker MZ library, and then maintain the plugins whenever bug reports are made or upgrades are needed. Naturally, individuals who do all of that aren't going to sell their services for cheap and are given a salary to keep the library growing and thriving. If they don't get paid, these developers would soon leave and look for jobs elsewhere worth their time.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>For those unaware, VisuStella MZ's team is made up of plugin developers who get paid. These developers port over plugins, refine them, ensure they're compatible with the rest of the RPG Maker MZ library, and then maintain the plugins whenever bug reports are made or upgrades are needed. Naturally, individuals who do all of that aren't going to sell their services for cheap and are given a salary to keep the library growing and thriving. If they don't get paid, these developers would soon leave and look for jobs elsewhere worth their time.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>There are also some who seem to be under the impression that since we're selling the plugins, we have unlimited money coming in. This is not true. Far from it. A "business" that runs off selling RPG Maker plugins of all things have an incredibly specific niche and that niche is small. To the point where need to budget ourselves in order to make sure we last the next month.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>There are also some who seem to be under the impression that since we're selling the plugins, we have unlimited money coming in. This is not true. Far from it. A "business" that runs off selling RPG Maker plugins of all things have an incredibly specific niche and that niche is small. To the point where <ins class="diffchange diffchange-inline">we </ins>need to budget ourselves in order to make sure we last the next month.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Therefore, we need to put focus on plugins that actually have a track record of being used and by those willing to pay. This is where the analytic data comes in and why there is extra weight on the games made by Patreon members. </div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Therefore, we need to put focus on plugins that actually have a track record of being used and by those willing to pay. This is where the analytic data comes in and why there is extra weight on the games made by Patreon members. </div></td></tr>
</table>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Why_Certain_Plugins_Wont_Be_Ported&diff=10368&oldid=prevYanfly: /* Item Core (YEP)'s Independent Items */2021-10-11T17:02:33Z<p><span dir="auto"><span class="autocomment">Item Core (YEP)'s Independent Items</span></span></p>
<table class="diff diff-contentalign-left" data-mw="interface">
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<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 17:02, 11 October 2021</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l171" >Line 171:</td>
<td colspan="2" class="diff-lineno">Line 171:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Another thing, '''Independent Items''' users typically had their own ideas on how to handle item modification, too. I'm sorry, but there's no way to account for all those possibilities and still keep the plugin general purpose, especially since a lot of them (the requests/suggestions regarding '''Independent Items''') are edge cases. Upgrades were originally meant to be permanent, but people wanted them to be slotted in and out like a Materia system. However, when I made [[Attachable Augments (YEP)|Attachable Augments]] and then saw that people would just use the same number of slots for everything. At that point, why not just let the default RPG Maker equipment system handle that kind of customization? But I digress.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Another thing, '''Independent Items''' users typically had their own ideas on how to handle item modification, too. I'm sorry, but there's no way to account for all those possibilities and still keep the plugin general purpose, especially since a lot of them (the requests/suggestions regarding '''Independent Items''') are edge cases. Upgrades were originally meant to be permanent, but people wanted them to be slotted in and out like a Materia system. However, when I made [[Attachable Augments (YEP)|Attachable Augments]] and then saw that people would just use the same number of slots for everything. At that point, why not just let the default RPG Maker equipment system handle that kind of customization? But I digress.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>I understand the need and demand for this, too. '''Independent Items''' open a way to <del class="diffchange diffchange-inline">express </del>game dev expression, it's a way to make the game different from those out there, and to establish originality and personality. However, to make this full-fledged item customization a possibility and accessible to everybody, especially those without programming knowledge, is near impossible to fulfill and meet expectations. And with each attempt to do so during the YEP era, people always had different ideas on how they wanted [[ Attachable Augments (YEP)|Attachable Augments]], [[ Item Disassemble (YEP)|Item Disassemble]], [[ Item Discard (YEP)|Item Discard]], [[ Item Durability (YEP)|Item Durability]], [[ Item Upgrade Slots (YEP)|Item Upgrade Slots]] to work. In short, it felt like nobody was happy with the releases as a whole because there was always something someone didn't like about those extensions, and when those were added in, more complaints kept arising.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>I understand the need and demand for this, too. '''Independent Items''' open a way to <ins class="diffchange diffchange-inline">enable </ins>game dev expression, it's a way to make the game different from those out there, and to establish originality and personality. However, to make this full-fledged item customization a possibility and accessible to everybody, especially those without programming knowledge, is near impossible to fulfill and meet expectations. And with each attempt to do so during the YEP era, people always had different ideas on how they wanted [[ Attachable Augments (YEP)|Attachable Augments]], [[ Item Disassemble (YEP)|Item Disassemble]], [[ Item Discard (YEP)|Item Discard]], [[ Item Durability (YEP)|Item Durability]], [[ Item Upgrade Slots (YEP)|Item Upgrade Slots]] to work. In short, it felt like nobody was happy with the releases as a whole because there was always something someone didn't like about those extensions, and when those were added in, more complaints kept arising.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This is on top of the incompatibility issues that come with '''Independent Items''', too. So, to spare the development team the trouble of needing to rework the entire system and the endless questions about why '''Independent Items''' don't stack, and/or why certain aspects of upgrading don't meet their vision of how the game mechanic should be, I've decided to forgo the feature entirely from ever being a part of the VisuStella MZ Library. </div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>This is on top of the incompatibility issues that come with '''Independent Items''', too. So, to spare the development team the trouble of needing to rework the entire system and the endless questions about why '''Independent Items''' don't stack, and/or why certain aspects of upgrading don't meet their vision of how the game mechanic should be, I've decided to forgo the feature entirely from ever being a part of the VisuStella MZ Library. </div></td></tr>
</table>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Why_Certain_Plugins_Wont_Be_Ported&diff=10354&oldid=prevYanfly: /* Selection Control (YEP) */2021-10-07T03:01:14Z<p><span dir="auto"><span class="autocomment">Selection Control (YEP)</span></span></p>
<table class="diff diff-contentalign-left" data-mw="interface">
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<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 03:01, 7 October 2021</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l101" >Line 101:</td>
<td colspan="2" class="diff-lineno">Line 101:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The '''Selection Control''' plugin was released within the first half year after [[RPG Maker MV]]'s launch. Therefore, it's had plenty of time to build up its numbers. However, that was just one thing that never really happened. As it turned out, the majority of the projects sent to me or I've downloaded that I've looked through rarely contained the plugin. About maybe 1 out of 20. The ones that did have it only used it for a few of the features, telling me that the features aren't terribly important for their gameplay. And, upon looking at the way their games are designed, it makes sense.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The '''Selection Control''' plugin was released within the first half year after [[RPG Maker MV]]'s launch. Therefore, it's had plenty of time to build up its numbers. However, that was just one thing that never really happened. As it turned out, the majority of the projects sent to me or I've downloaded that I've looked through rarely contained the plugin. About maybe 1 out of 20. The ones that did have it only used it for a few of the features, telling me that the features aren't terribly important for their gameplay. And, upon looking at the way their games are designed, it makes sense.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Only a few features are used from the '''Selection Core'''. They are the ability to switch targeting from enemies to allies or vice versa. This is "useful" in dealing with Undead enemies. However, what percentage of the enemies in your game are undead? And is there a benefit in actually using resource costing healing spells to take care of the undead random encounters versus basic attacks which they will be defeated by all the same? When facing bosses, players are also more likely to save their healing for their party members rather than using up their resources against the undead boss when regular attacks deal damage all the same. The actual usage cases and "need" for this can be easily dismissed in favor of something else.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Only a few features are used from the '''Selection Core'''. They are the ability to switch targeting from enemies to allies or vice versa. This is "useful" in dealing with Undead enemies. However, what percentage of the enemies in your game are undead? And is there a benefit in actually using resource costing healing spells to take care of the undead random encounters versus basic attacks which they will be defeated by all the same? When facing <ins class="diffchange diffchange-inline">undead </ins>bosses, players are also more likely to save their healing for their party members rather than using up their resources against the undead boss when regular attacks deal damage all the same. The actual usage cases and "need" for this can be easily dismissed in favor of something else.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The other feature typically used from '''Selection Core''' is the ability to switch from single target to all. This makes a single target Fire spell suddenly able to target every enemy at reduced damage. However, the reality of this is, adding in an extra spell that does the all-targeting would accomplish the same thing. Not to mention that once players are given a spell that is automatically tuned to be an all-targeting spell, they would usually use that over the toggle-able single-target/all-target spells because it's just simply tuned better to do the job.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The other feature typically used from '''Selection Core''' is the ability to switch from single target to all. This makes a single target Fire spell suddenly able to target every enemy at reduced damage. However, the reality of this is, adding in an extra spell that does the all-targeting would accomplish the same thing. Not to mention that once players are given a spell that is automatically tuned to be an all-targeting spell, they would usually use that over the toggle-able single-target/all-target spells because it's just simply tuned better to do the job.</div></td></tr>
</table>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Why_Certain_Plugins_Wont_Be_Ported&diff=10188&oldid=prevYanfly: /* Conclusion */2021-08-31T04:21:44Z<p><span dir="auto"><span class="autocomment">Conclusion</span></span></p>
<table class="diff diff-contentalign-left" data-mw="interface">
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<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 04:21, 31 August 2021</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l205" >Line 205:</td>
<td colspan="2" class="diff-lineno">Line 205:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Conclusion ==</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Conclusion ==</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>So for those making use of the VisuStella MZ [https://forms.gle/73bPT3nfXZFRn6BNA Suggestion Box], don't be terribly surprised if nothing will come out of these. Through numbers, past experiences with incompatibility, and just downright incompatible design philosophies, there won't be any plans for these plugins to be made by team VisuStella MZ.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>So for those making use of the VisuStella MZ [https://forms.gle/73bPT3nfXZFRn6BNA Suggestion Box], don't be terribly surprised if nothing will come out of these <ins class="diffchange diffchange-inline">specific five</ins>. Through numbers, past experiences with incompatibility, and just downright incompatible design philosophies, there won't be any plans for these plugins to be made by team VisuStella MZ.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>However, as far as my opinions are concerned, these plugins are also highly optional features and don't dictate the success or failure of a game. Frankly speaking, designing around the absence of these plugins is much more fruitful than designing with them in mind and having incompatibility issues throughout. Aside from maybe '''Independent Items''', I've never really seen the other game mechanics be completely game-defining as the key feature that would carry the whole game so being without them might even be for the better.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>However, as far as my opinions are concerned, these plugins are also highly optional features and don't dictate the success or failure of a game. Frankly speaking, designing around the absence of these plugins is much more fruitful than designing with them in mind and having incompatibility issues throughout. Aside from maybe '''Independent Items''', I've never really seen the other game mechanics be completely game-defining as the key feature that would carry the whole game so being without them might even be for the better.</div></td></tr>
</table>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Why_Certain_Plugins_Wont_Be_Ported&diff=10034&oldid=prevYanfly at 00:08, 15 August 20212021-08-15T00:08:52Z<p></p>
<table class="diff diff-contentalign-left" data-mw="interface">
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<col class="diff-marker" />
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<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 00:08, 15 August 2021</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l125" >Line 125:</td>
<td colspan="2" class="diff-lineno">Line 125:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>On top of that, there just aren't that many games that benefited from it much at all. Where '''Selection Control''' saw minor usage in maybe 1 out of 20 games, I recall counting only 8 instances of '''Row Formation''' ever in the entirety of the projects I've downloaded from Patrons. From non-Patrons, maybe another 4 instances of it being used, too (and let me tell you, those 4 users were loud enough to make it feel like an entire Discord server uses them).</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>On top of that, there just aren't that many games that benefited from it much at all. Where '''Selection Control''' saw minor usage in maybe 1 out of 20 games, I recall counting only 8 instances of '''Row Formation''' ever in the entirety of the projects I've downloaded from Patrons. From non-Patrons, maybe another 4 instances of it being used, too (and let me tell you, those 4 users were loud enough to make it feel like an entire Discord server uses them).</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>In one of them, '''Row Formation''' was used to perpetuate specific uses of skills and states and mechanics, but it was all too much to follow to the point where you can't do anything in each battle without moving to a specific row to use a skill that'd go on cooldown forcing you to waste another two turns moving to a different row and using the skills available there. The battles in that game just did not respect the <del class="diffchange diffchange-inline">dev</del>'s time.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>In one of them, '''Row Formation''' was used to perpetuate specific uses of skills and states and mechanics, but it was all too much to follow to the point where you can't do anything in each battle without moving to a specific row to use a skill that'd go on cooldown forcing you to waste another two turns moving to a different row and using the skills available there. The battles in that game just did not respect the <ins class="diffchange diffchange-inline">player</ins>'s time.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>For the rest, '''Row Formation''' was used as a background mechanic that players could easily have not dabbled in and would have been fine regardless. It was just not a meaningful addition in most games. Some would argue that this background flavor's a fault of the game devs but I beg to differ.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>For the rest, '''Row Formation''' was used as a background mechanic that players could easily have not dabbled in and would have been fine regardless. It was just not a meaningful addition in most games. Some would argue that this background flavor's a fault of the game devs but I beg to differ.</div></td></tr>
</table>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Why_Certain_Plugins_Wont_Be_Ported&diff=9907&oldid=prevYanfly: /* Selection Control (YEP) */2021-08-06T15:46:29Z<p><span dir="auto"><span class="autocomment">Selection Control (YEP)</span></span></p>
<table class="diff diff-contentalign-left" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 15:46, 6 August 2021</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l105" >Line 105:</td>
<td colspan="2" class="diff-lineno">Line 105:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The other feature typically used from '''Selection Core''' is the ability to switch from single target to all. This makes a single target Fire spell suddenly able to target every enemy at reduced damage. However, the reality of this is, adding in an extra spell that does the all-targeting would accomplish the same thing. Not to mention that once players are given a spell that is automatically tuned to be an all-targeting spell, they would usually use that over the toggle-able single-target/all-target spells because it's just simply tuned better to do the job.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The other feature typically used from '''Selection Core''' is the ability to switch from single target to all. This makes a single target Fire spell suddenly able to target every enemy at reduced damage. However, the reality of this is, adding in an extra spell that does the all-targeting would accomplish the same thing. Not to mention that once players are given a spell that is automatically tuned to be an all-targeting spell, they would usually use that over the toggle-able single-target/all-target spells because it's just simply tuned better to do the job.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>There are some edge cases where people actually used things that made it so skills would only target specific allies or enemies with certain states. However, those cases are rare and the solution to remedy them is simple. Adjust the skill differently. Instead of making the skill affect only targets with specific states, make it a generic effect that has a bonus effect if the target is affected by the state via Action Sequences. The same goes for skills that cannot self-target the user but can target other allies. Increase the effectiveness of the skill towards other allies and not if it's against the user itself.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>There are some edge cases where people actually used things that made it so <ins class="diffchange diffchange-inline">some </ins>skills would only target specific allies or enemies with certain states. However, those cases are rare and the solution to remedy them is simple. Adjust the skill differently. Instead of making the skill affect only targets with specific states, make it a generic effect that has a bonus effect if the target is affected by the state via Action Sequences. The same goes for skills that cannot self-target the user but can target other allies. Increase the effectiveness of the skill towards other allies and not if it's against the user itself.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>On top of all of that, '''Selection Core''' has also been the culprit of a lot of incompatibility problems across the YEP library and outside of it. Main reason being is because actions (skills and items) were never meant to be able to toggle and switch their targeting range in the first place. This caused a lot of problems, ones where I spent more time fixing them than expanding the library in a more meaningful way.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>On top of all of that, '''Selection Core''' has also been the culprit of a lot of incompatibility problems across the YEP library and outside of it. Main reason being is because actions (skills and items) were never meant to be able to toggle and switch their targeting range in the first place. This caused a lot of problems, ones where I spent more time fixing them than expanding the library in a more meaningful way.</div></td></tr>
</table>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Why_Certain_Plugins_Wont_Be_Ported&diff=9906&oldid=prevYanfly: /* Selection Control (YEP) */2021-08-06T15:45:28Z<p><span dir="auto"><span class="autocomment">Selection Control (YEP)</span></span></p>
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<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 15:45, 6 August 2021</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l101" >Line 101:</td>
<td colspan="2" class="diff-lineno">Line 101:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The '''Selection Control''' plugin was released within the first half year after [[RPG Maker MV]]'s launch. Therefore, it's had plenty of time to build up its numbers. However, that was just one thing that never really happened. As it turned out, the majority of the projects sent to me or I've downloaded that I've looked through rarely contained the plugin. About maybe 1 out of 20. The ones that did have it only used it for a few of the features, telling me that the features aren't terribly important for their gameplay. And, upon looking at the way their games are designed, it makes sense.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The '''Selection Control''' plugin was released within the first half year after [[RPG Maker MV]]'s launch. Therefore, it's had plenty of time to build up its numbers. However, that was just one thing that never really happened. As it turned out, the majority of the projects sent to me or I've downloaded that I've looked through rarely contained the plugin. About maybe 1 out of 20. The ones that did have it only used it for a few of the features, telling me that the features aren't terribly important for their gameplay. And, upon looking at the way their games are designed, it makes sense.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Only a few features are used from the '''Selection Core'''. They are the ability to switch targeting from enemies to allies or vice versa. This is "useful" in dealing with Undead enemies. However, what percentage of the enemies in your game are undead? And is there a benefit in actually using resource costing healing spells to take care of the undead random encounters versus basic attacks which they will be defeated by all the same? When facing bosses, players are also more likely to save their healing for their party members rather than using up their resources against the undead boss when regular attacks deal damage all the same.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Only a few features are used from the '''Selection Core'''. They are the ability to switch targeting from enemies to allies or vice versa. This is "useful" in dealing with Undead enemies. However, what percentage of the enemies in your game are undead? And is there a benefit in actually using resource costing healing spells to take care of the undead random encounters versus basic attacks which they will be defeated by all the same? When facing bosses, players are also more likely to save their healing for their party members rather than using up their resources against the undead boss when regular attacks deal damage all the same<ins class="diffchange diffchange-inline">. The actual usage cases and "need" for this can be easily dismissed in favor of something else</ins>.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The other feature typically used from '''Selection Core''' is the ability to switch from single target to all. This makes a single target Fire spell suddenly able to target every enemy at reduced damage. However, the reality of this is, adding in an extra spell that does the all-targeting would accomplish the same thing. Not to mention that once players are given a spell that is automatically tuned to be an all-targeting spell, they would usually use that over the toggle-able single-target/all-target spells because it's just simply tuned better to do the job.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The other feature typically used from '''Selection Core''' is the ability to switch from single target to all. This makes a single target Fire spell suddenly able to target every enemy at reduced damage. However, the reality of this is, adding in an extra spell that does the all-targeting would accomplish the same thing. Not to mention that once players are given a spell that is automatically tuned to be an all-targeting spell, they would usually use that over the toggle-able single-target/all-target spells because it's just simply tuned better to do the job.</div></td></tr>
</table>Yanfly