[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 100 of 309 View original ↗
  1. Hey Yanfly, the version for the Party Limit Gauge plugin you posted in your page, for me for some reason is still the 1.01 and not the 1.02.
  2. Yanfly said:
    If you are trying to achieve the same effect, remove the <Learn Require Level: x> notetag and instead use a Lunatic Mode notetag instead:



    <Learn Require Eval>
    value = user.level >= 5;
    </Learn Require Eval>

    Sweet this works without the skill requirements. TY! sry to ask but if it isnt to much of you time could you put the eval for the require skills as well?


    sry im really bad at java but im learning :p lol and ty so much Yanfly you helped me out so much!
  3. Ilan14 said:
    Hey Yanfly, the version for the Party Limit Gauge plugin you posted in your page, for me for some reason is still the 1.01 and not the 1.02.



    Did you clear your cache?

    Rafe said:
    Sweet this works without the skill requirements. TY! sry to ask but if it isnt to much of you time could you put the eval for the require skills as well?


    sry im really bad at java but im learning :p lol and ty so much Yanfly you helped me out so much!



    It doesn't require anything else but that. If you have further questions about JavaScript, I suggest you ask it here: http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/
  4. TYVM Yanfly your the best :D !
  5. Found a bug with the "Extended Message Pack 1" plugin. When I use the code " \{ ", it ignores all other codes after it. When I press the confirm key to close that message, it displays another message, but blank. I did not put another message command in that event, just one. 


    Here is what I wrote:

    \{"HEY, WHAT THE...!?\| GAHHH, GET OFF!!" \} \|\|\^


    \n<???> \msgevent[14] \auto

    Not using " \{ " allows the message to play fine with " \| " and " \^ "


    And sorry, but while you reading, is it possible to make the message window appear over your party members heads while in line on the overworld/map? Thank you very much.
  6. Yuu-Mon said:
    Found a bug with the "Extended Message Pack 1" plugin. When I use the code " \{ ", it ignores all other codes after it. When I press the confirm key to close that message, it displays another message, but blank. I did not put another message command in that event, just one. 


    Here is what I wrote:


    Not using " \{ " allows the message to play fine with " \| " and " \^ "


    And sorry, but while you reading, is it possible to make the message window appear over your party members heads while in line on the overworld/map? Thank you very much.



    This is because the \{ makes the text algorithm work differently with windows. Here's what happens even without the Message Core plugin:


    tbUf4a4.jpg


    The lines get pushed into the next message. This looks like a fundamental problem with the default RPG Maker MV message system itself. I may have to modify both the Message Core and the Extended Message Pack 1 to get this resolved.
  7. Yanfly said:
    Currently, there's no way of doing that...

    Thanks for the timely reply and it is not a problem :) always just looking for new ways to do things and you have some great battle trick evals so I thought I may as well ask ^^;. Future sounds great, I'll pleasantly wait.


    Thanks Yanny!
  8. Yanfly, I'm having a little problem with the Image changing functionality from your Class Core Plugin.


    Once I use the event command to change an actor's face/Character/SV Battler (it's on the third page) that actor no longer changes graphics when I change classes. It works fine prior to me using the event command. Is that a bug or intended?
  9. I just found out how to delete the cache, and it worked! Thanks Yanfly! :)
  10. Luxanna said:
    Yanfly, I'm having a little problem with the Image changing functionality from your Class Core Plugin.


    Once I use the event command to change an actor's face/Character/SV Battler (it's on the third page) that actor no longer changes graphics when I change classes. It works fine prior to me using the event command. Is that a bug or intended?



    Oh, that was a recent change:


    * Version 1.06:
    * - Made an update to the 'Change Actor Images' to give changes to actor
    * images priority over class images. Setting the 'Change Actor Images' to
    * (None) will return it back to using class images.


    In short, having actor images made it impossible for actors to change their appearance in a cutscene. However, setting the change actor image for that to all empty will make them resume having their class looks. :D
  11. Yanfly said:
    In short, having actor images made it impossible for actors to change their appearance in a cutscene. However, setting the change actor image for that to all empty will make them resume having their class looks. :D



    I even read that patch note but I didn't quite understand it, I guess. Sorry for bothering you and thank you for your help. :D
  12. I think your latest update to Message Extensions may have killed the Auto Size Full Face function. 
  13. BloodletterQ said:
    I think your latest update to Message Extensions may have killed the Auto Size Full Face function. 



    That it did. I have that fixed now. Thanks for the catch!
  14. Hi, Yanfly!


    First of all, congratulations for you great work. That's amazing. :)

    Second, I'd like to ask you if someone ever asked you about any compatibility problem between your Battle Engine Core plugin and Moghunter's Battleback EX. I've been trying to make it work (and failing hard) and thought maybe someone already had this problem too. I've also asked it in the support board. I really wish there was any way to use Battle Engine Core + multi layered battlebacks.

    Thank you and keep up with the good work!
  15. Yanfly, would there be a way to make so that every time a state is removed, it becomes more hard to apply it to the said target? This way, the player would have to mix up their tactic instead of endlessly putting an enemy to sleep or blinding them and such.
  16. VanillaBrocker said:
    Hi, Yanfly!


    First of all, congratulations for you great work. That's amazing. :)

    Second, I'd like to ask you if someone ever asked you about any compatibility problem between your Battle Engine Core plugin and Moghunter's Battleback EX. I've been trying to make it work (and failing hard) and thought maybe someone already had this problem too. I've also asked it in the support board. I really wish there was any way to use Battle Engine Core + multi layered battlebacks.

    Thank you and keep up with the good work!



    This is the first time I've heard about this, but sadly, I don't support compatibility patches here.

    NOTE: I'll only provide support for my own plugins. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. That said, any modifications you've made to the plugins itself or the source code will not be supported by me either.



    You would have to ask Mog himself to see if he's willing to do it.

    Tuomo L said:
    Yanfly, would there be a way to make so that every time a state is removed, it becomes more hard to apply it to the said target? This way, the player would have to mix up their tactic instead of endlessly putting an enemy to sleep or blinding them and such.



    Not by default with my plugins. You can try using Lunatic Mode for it, but I would strongly recommend you ask on the request board: http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/
  17. Hello Yanfly,


    Using the Steal and Snatch plugin, is it possible to apply the "<Steal: +x%>" command to a state instead of (by default) an item or a skill ? So that it would be possible to create a passive state that increase the % of stealing :)


    Thanks !
  18. Luth said:
    Hello Yanfly,


    Using the Steal and Snatch plugin, is it possible to apply the "<Steal: +x%>" command to a state instead of (by default) an item or a skill ? So that it would be possible to create a passive state that increase the % of stealing :)


    Thanks !



    It's already in there.

    Code:
     * Actor, Class, Weapon, Armor, and State Notetags:
     *   <Steal Rate: +x%>
     *   <Steal Rate: -x%>
     *   <Steal Type Rate: +x%>
     *   <Steal Type Rate: -x%>
     *   Increase/decrease the steal rate for the user by x%. If you use the 'Type'
     *   notetag, replace 'Type' with 'Item', 'Weapon', 'Armor', or 'Gold' to apply
     *   individual steal rate bonuses for just those types.
  19. Oh boy I feel bad about it.  :headshake:


    Thanks anyway  :)