waynee95's Plugin Collection [NEWEST: WAY_MenuBackgrounds]

● ARCHIVED · READ-ONLY
Started by waynee95 187 posts Page 5 of 10 View original ↗
  1. @waynee95
    Thank you for bringing it up that it may be a specific passive state. It was an overlooked error on my part on the actor notetags, since I was rearranging things in the database recently. I had a passive state ID in the Eval code which of course led to that issue, before taking it out. The plugin is working perfectly again.
  2. Hello Waynee,

    I had your WAY_YEP_EquipBattleSkills recommended to me and tried it out, but it appears to be completely bugged. If I give a skill the <Lock Skill> tag it gets ignored and I can equip/unequip normally. If I don't give any skills the tag I can't select any empty skill slots, either from the main equip skills screen or from the submenu that comes up when I choose an already-equipped skill.

    This is with RPGM MV 1.5.1 on a Windows 10 64-bit system. I've tested this with a fresh project with only the following plugins running (in order):

    Community_Basic
    YEP_EquipBattleSkills
    WAY_Core
    WAY_YEP_EquipBattleSkills

    While you're fixing this, can I make a request? I need skills to be locked or unlocked based on which class the actor currently has equipped (this is being combined with Yanfly's Class Change). Would it be any trouble to restrict by class or give lunatic mode commands to toggle the locked state for specific actors (whichever is easier)?
  3. @DGM
    Thanks for letting me know! Yeah, it was not working at all.

    Download the plugin and my Core again and let me know if its works now. I also added class notetags to specify locked skills.
  4. The original <lock skill> tag is working now, but the new class tag is being ignored. Also, trying to clear a slot by choosing "empty" crashes the game.
  5. @DGM
    The crash should be fixed now! :)

    How does your class notetag look like?
  6. The crash is gone, but the <Lock Skills: x> tag still has no effect.
  7. @DGM
    Should be fixed now.
  8. Everything seems to be working now. Thanks!
  9. Hiya waynee, uhm on your TransferOnRegion notetags, you only list 5 variables as being needed. <Region Transfer: mapId, targetX, targetY, direction, fadeType>

    I was wondering why it wasn't working, so I searched in the script and found it also needs another one, the region id as the first variable to set. (<Region Transfer: regionId, mapId, targetX, targetY, direction, fadeType>) And then it worked just fine.

    Although there is a strange issue that is coming up, if a region is set on the edge of the map, it does not transfer unless you walk into another region adjacent to it. Unless it is also walking onto another edge tile, like 1,0 to 0,0. Its only on the edge of a map where it has this issue, if the region is anywhere else it works fine.
  10. @Delsin7
    Oh dang! Then I made a mistake in the help description. Thanks for the catch.

    I will look into that issue.

    EDIT: Both issues should be fixed now!
  11. Hi waynee, i fund a BuG in WAY_CustomOnEquipEval wheel not a bug# a compatible issue white YEP_ShopMenuCore + YEP_X_EquipRequirements

    BUG: "stats compared" have issues displaying the values for the actors, and when you leave the shop, it will remove all the equipment for the actor that can equip the weapon wance the <Equip Requirement> is accomplished. YEP plugins work god but when you add WAY_CustomOnEquipEval the "fun" begins :)

    Suggestion: i don't know if this is ward to fix, but maybe the easy way is to disable you plugin in scenes_SHOP, i don't see the point of having you code in the shop menu.

    Thanks.
    PS: if you want i can sand you a "DEMO" of the bug.
  12. for some reason the bug will not occur in you demo, but it dose in a new project. When i trai to replace rpg_core, rpg_managers, rpg_objects, ... or the anything else the game won't start. I'm going to send i new project.
  13. https://www.dropbox.com/s/klr14wp78vo3wal/Project1.rar?dl=0 ther you go its just a nwe project RPG Maker MV 1.5.1

    all the plugins are the latest version

    if you exit 1 map and enter the shop exit the map and return to the shop, hen you exit the map 1 last time some actors have all their equipment removed

    and the bug# from above :)
  14. lol sorry, but when you enter the shop menu-buy-select(Axe)-right or left- in "stats compared" there is no numbers only [ - ]
    Bug1
    Bug.png

    the 2 one its warder to get but if you get the money and go to the shop some time the equipment of some actors will be removed

    Bug2
    Bug2.png

    or go to shop-transfer-back to shop-transfer and then there equipment is gone
  15. damm ok maybe its not you plugin not it doesn't work even whit WAY_CustomOnEquipEval+WAY_Core turn OFF . :95: sorry for this, i'm going CRAZY whit this.

    Can you please see this post and give me a budget to fix this when you have the time, thanks.

    And i'm rely ashamed for this, i´m sorry for wasting your time.

    In my MAIN GAME turnin OFF you plugins make it work...

    Is there a way to make you plugin do not affect scene_shop?
  16. waynee95 said:
    Added WAY_MessageWindowFacePosition
    This plugin allows you to show a message face on the right
    side.

    Plugin Commands:
    FacePosition left
    - Shows the next face on the left side

    FacePosition right
    - Shows the next face on the right side

    Whenever you call one of these plugin commands, the following faces will be
    shown on that position.
    So... Where can I get this plugin? It's not in the OP and not on your website.