[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 101 of 309 View original ↗
  1. Luth said:
    Oh boy I feel bad about it.  :headshake:


    Thanks anyway  :)


    Don't worry about it. Happens to the best of us.

    If it helps I tend to miss stuff too and when I do I'm like.

    "D'oh, I'm such an idiot."
  2. Luth said:
    Oh boy I feel bad about it.  :headshake:


    Thanks anyway  :)



    No worries. I know I tend to flood my help files with information overdose. It's easy to look over. :)
  3. Yanfly said:
    No worries. I know I tend to flood my help files with information overdose. It's easy to look over. :)


    Well better information overdose than drug overdose, that's for darn sure. :D
  4. By the way, I feel like the battle log after a steal attempt closes waaay too fast (actually I don't even have the time to read it) ; how should I proceed to make it last longer ?


    Thanks for helping :D
  5. Been having trouble getting the Armor Scaling to work right and can't seem to find any other information on it.


    I was trying to have a large negative armor value for certain skills to increase damage. No matter what I've tried it won't lower enemy armor below 0.


    Plugin Name: YEP_X_ArmorScaling


    Error Message: There is no error message, just doesn't do the intended effects.


    How to Replicate Bug: I made a fresh bare project with nothing but the DamageCore and ArmorScaling plugins. Made a single actor with 25 atk and no weapon use a skill with atk * 4 on an enemy with 100 armor(50% damage reduction)(Changed Physical Base Armor to target.def instead of target.def / 2). Actor does the expected damage of 50 with 0% variance. And with <Armor Reduction: 200> Damage rises to 100(As if 0 armor) instead of 75(Which would be -100 armor), but with Reduction: 1100 and Reduction: 9999999 damage is still at 100.


    Slightly related, <Armor Reduction: 100%> does nothing at all.
  6. Luth said:
    By the way, I feel like the battle log after a steal attempt closes waaay too fast (actually I don't even have the time to read it) ; how should I proceed to make it last longer ?


    Thanks for helping :D



    I'll add in something to accommodate for this. Normally, people would get around this by adding in Wait: x in their action sequence, but I suppose not every skill will have action sequences. I'll update this tonight for a release with a new plugin parameter to allow for wait time.

    Feinne said:
    Been having trouble getting the Armor Scaling to work right and can't seem to find any other information on it.


    I was trying to have a large negative armor value for certain skills to increase damage. No matter what I've tried it won't lower enemy armor below 0.


    Plugin Name: YEP_X_ArmorScaling


    Error Message: There is no error message, just doesn't do the intended effects.


    How to Replicate Bug: I made a fresh bare project with nothing but the DamageCore and ArmorScaling plugins. Made a single actor with 25 atk and no weapon use a skill with atk * 4 on an enemy with 100 armor(50% damage reduction)(Changed Physical Base Armor to target.def instead of target.def / 2). Actor does the expected damage of 50 with 0% variance. And with <Armor Reduction: 200> Damage rises to 100(As if 0 armor) instead of 75(Which would be -100 armor), but with Reduction: 1100 and Reduction: 9999999 damage is still at 100.


    Slightly related, <Armor Reduction: 100%> does nothing at all.



    Thanks for the report! I'll get this checked out tonight.
  7. lol yanfly I like your battle row...sad it's just lacks a little tiny thing's ! it's the tiny thing's I would have to work haha


    a Grid based system for the row 


    but Hey ! I will use your system for my game for the moment and if I suceed maybe to exted the system for implement the Grid system I will gladly share the result with you so maybe you could implement this as a add-on
  8. Yanfly said:
    This is the first time I've heard about this, but sadly, I don't support compatibility patches here.


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



    No problems. Thanks, anyway.  :)
  9. Hi yanfly, i noticed that there is a problem in your message core. Word Wrapping isn't enabled if i use "scrolling text"... did you know? Because i ran into this problem and i don't know how to solve it, it's really uncomfortable. Can you enable word wrapping them too, as well as in the messages?


    Thank you very much Yan
  10. Hey Yanfly!


    Love all your mods, especially the one I am implementing in my game but I encountered a crash after updating several of your mods and I am not sure why.


    It is while using this skill in battle - http://prntscr.com/a20lxk - that activates this state - http://prntscr.com/a20nnr  - that gives me this error -  http://prntscr.com/a20oqp.


    I have used this skill innumerable times before, this just happened today when I downloaded your newest MV plugin updates -  http://prntscr.com/a20r65 - and though I don't know if it is your plugins several shows up in the crash report. I am aware that there is one plugin on that list that is not yours and the author has reported possible conflicts with some of your plugins but both worked fine together before the update today, at least as far as I am aware.


    If it is the conflict between them I just have to admit defeat and uninstall that one because I am not giving up your plugins, but in the unlikely event that this is not the case I am sending in this report so that you can take a look at it when time allows.


    Here is the F8 crash report:


    TypeError: Cannot read property 'push' of undefined
        at Game_Actor.Game_Battler.setStateFreeTurn (file:///A:/Mystuff/Mine%20dokumenter/My%20Games/RPG%20Maker%20MV/Bound/js/plugins/YEP_BattleEngineCore.js:3538:24)
        at Game_Actor.Game_Battler.addState (file:///A:/Mystuff/Mine%20dokumenter/My%20Games/RPG%20Maker%20MV/Bound/js/plugins/YEP_BattleEngineCore.js:3526:49)
        at Game_Action.itemEffectAddNormalState (file:///A:/Mystuff/Mine%20dokumenter/My%20Games/RPG%20Maker%20MV/Bound/js/plugins/YEP_BattleEngineCore.js:2890:14)
        at Game_Action.itemEffectAddState (file:///A:/Mystuff/Mine%20dokumenter/My%20Games/RPG%20Maker%20MV/Bound/js/rpg_objects.js:1861:14)
        at Game_Action.applyItemEffect (file:///A:/Mystuff/Mine%20dokumenter/My%20Games/RPG%20Maker%20MV/Bound/js/rpg_objects.js:1793:14)
        at Game_Action.<anonymous> (file:///A:/Mystuff/Mine%20dokumenter/My%20Games/RPG%20Maker%20MV/Bound/js/plugins/SRD_TPUpgrade.js:1020:18)
        at Array.forEach (native)
        at Game_Action.apply (file:///A:/Mystuff/Mine%20dokumenter/My%20Games/RPG%20Maker%20MV/Bound/js/plugins/SRD_TPUpgrade.js:1019:29)
        at Game_Action.apply (file:///A:/Mystuff/Mine%20dokumenter/My%20Games/RPG%20Maker%20MV/Bound/js/plugins/YEP_BattleEngineCore.js:2855:34)
        at Game_Action.apply (file:///A:/Mystuff/Mine%20dokumenter/My%20Games/RPG%20Maker%20MV/Bound/js/plugins/YEP_BattleAICore.js:671:37)rpg_managers.js:1618 SceneManager.catchException


    Hope I am not wasting your time on reading this, but at the moment my grasp on javascript makes this problem beyond me, though I AM trying to learn some, if not to code to at least understand the principle behind it.


    Humbly, the lazygamer
  11. DarkSearinox92 said:
    Hi yanfly, i noticed that there is a problem in your message core. Word Wrapping isn't enabled if i use "scrolling text"... did you know? Because i ran into this problem and i don't know how to solve it, it's really uncomfortable. Can you enable word wrapping them too, as well as in the messages?


    Thank you very much Yan



    Wordwrap isn't meant to work with Scrolling Text.


    As it is, the way scrolling text works is that it only creates a window height relative to the number of lines presented within the Scrolling Text event. Since wordwrap removes that and places them into one line and then adds lines as it goes (like what all wordwrap plugins usually do), this won't work with the way scrolling text is handled. Your best bet is to not use wordwrap for scrolling text. Just write out the text the standard way. If that's not an option for you, I will have to say that you'll have to drop using the Message Core and look for an alternative.

    signaltome said:
    Hey Yanfly!


    Love all your mods, especially the one I am implementing in my game but I encountered a crash after updating several of your mods and I am not sure why.


    It is while using this skill in battle - http://prntscr.com/a20lxk - that activates this state - http://prntscr.com/a20nnr  - that gives me this error -  http://prntscr.com/a20oqp.


    I have used this skill innumerable times before, this just happened today when I downloaded your newest MV plugin updates -  http://prntscr.com/a20r65 - and though I don't know if it is your plugins several shows up in the crash report. I am aware that there is one plugin on that list that is not yours and the author has reported possible conflicts with some of your plugins but both worked fine together before the update today, at least as far as I am aware.


    If it is the conflict between them I just have to admit defeat and uninstall that one because I am not giving up your plugins, but in the unlikely event that this is not the case I am sending in this report so that you can take a look at it when time allows.


    Here is the F8 crash report:


    TypeError: Cannot read property 'push' of undefined
        at Game_Actor.Game_Battler.setStateFreeTurn (file:///A:/Mystuff/Mine%20dokumenter/My%20Games/RPG%20Maker%20MV/Bound/js/plugins/YEP_BattleEngineCore.js:3538:24)
        at Game_Actor.Game_Battler.addState (file:///A:/Mystuff/Mine%20dokumenter/My%20Games/RPG%20Maker%20MV/Bound/js/plugins/YEP_BattleEngineCore.js:3526:49)
        at Game_Action.itemEffectAddNormalState (file:///A:/Mystuff/Mine%20dokumenter/My%20Games/RPG%20Maker%20MV/Bound/js/plugins/YEP_BattleEngineCore.js:2890:14)
        at Game_Action.itemEffectAddState (file:///A:/Mystuff/Mine%20dokumenter/My%20Games/RPG%20Maker%20MV/Bound/js/rpg_objects.js:1861:14)
        at Game_Action.applyItemEffect (file:///A:/Mystuff/Mine%20dokumenter/My%20Games/RPG%20Maker%20MV/Bound/js/rpg_objects.js:1793:14)
        at Game_Action.<anonymous> (file:///A:/Mystuff/Mine%20dokumenter/My%20Games/RPG%20Maker%20MV/Bound/js/plugins/SRD_TPUpgrade.js:1020:18)
        at Array.forEach (native)
        at Game_Action.apply (file:///A:/Mystuff/Mine%20dokumenter/My%20Games/RPG%20Maker%20MV/Bound/js/plugins/SRD_TPUpgrade.js:1019:29)
        at Game_Action.apply (file:///A:/Mystuff/Mine%20dokumenter/My%20Games/RPG%20Maker%20MV/Bound/js/plugins/YEP_BattleEngineCore.js:2855:34)
        at Game_Action.apply (file:///A:/Mystuff/Mine%20dokumenter/My%20Games/RPG%20Maker%20MV/Bound/js/plugins/YEP_BattleAICore.js:671:37)rpg_managers.js:1618 SceneManager.catchException


    Hope I am not wasting your time on reading this, but at the moment my grasp on javascript makes this problem beyond me, though I AM trying to learn some, if not to code to at least understand the principle behind it.


    Humbly, the lazygamer



    Disable your non-Yanfly Engine Plugins. See if that works.
  12. <setup action>


    display action


    immortal: targets, true


    </setup action>


    <target action>


    if user.attackMotion() !== 'missile'


    move user: targets, front, 20


    else


    perform start


    end


    wait for movement


    motion attack:


    userwait: 10


    attack animation: target


    wait for animation


    action effect


    </target action>


    so when i'm using this fancy script apparently when a party member attacks more then once it keeps them up close to the enemy makes them turn around and do the attacking animation and then if your say so have them attack 3 times face the enemy again and attack this little note is suppose to make ranged weapons make a character stand in place which it


    does but its bugged pls help! :(
  13. Hello RPG Makers !


    I've updated the View attachment 31475 script so we have the possibility to see all the future unlockable classes in advance.


    They will appear in the list but will be disabled. The requirements will be displayed under the stats changes :

    Spoiler

    YEP_ClassChangeCore.png

    The list of unlockable classes is computed once and then cached, so it will impact the performance only the first time you go see the menu.


    It also works with View attachment YEP_X_Subclass.js with this compatibility patch. (It will work without it but you won't be able to see the requirements).


    I would like to make it into a tree but that's too much geometry for me. X_x
  14. Hello again @Yanfly


    I was wondering if it would be possible to modify the JP plugin to allow you to replace the TP gauge with a JP display instead. Because the JP section of the menu doesn't right-align, if you have an actor with a class that's more than a few characters long, and 3-4 digits of JP, the text runs together pretty badly.


    I don't personally use TP, so an option to replace the TP bar in the menu with a JP Display would work much better in my specific case (and likely others). I took a swing at it myself, but I'm really out of my element here, at least for now.


    Thanks in advance.


    Edit:


    Spent a while messing with stuff in your core engine and came up with a "patch" to do what I wanted with the JP gauge, so no need to help me with that anymore. Here it is incase anyone else is interested.


    It has the side effect of not showing the actual TP gauge in the battle scene, as I overwrote that to draw the JP one instead. So if you're using that at all, you probably shouldn't use my extension. I'm sure someone with even a little bit more experience than I have can fix that real quick XD


    View attachment Ramza_JPGauges.js
  15. hi again.....@yanfly 


    ok i was taking a look at the CTB......


    and it looks like more what i'm looking for the ATB.... but i'm worried about one thing..... see one of my actors for my game is gonna be a hyperspeed character (agi effects all damage she deals that isn't spell damage.......) and am worried that with how CTB works late game she will be getting 5-6 turns before anyone else gets a turn.... 


    i also noticed that item upgrade is missing something and will send you a PM since it might come off as a request.....
  16. wizzards said:
    <setup action>


    display action


    immortal: targets, true


    </setup action>


    <target action>


    if user.attackMotion() !== 'missile'


    move user: targets, front, 20


    else


    perform start


    end


    wait for movement


    motion attack:


    userwait: 10


    attack animation: target


    wait for animation


    action effect


    </target action>


    so when i'm using this fancy script apparently when a party member attacks more then once it keeps them up close to the enemy makes them turn around and do the attacking animation and then if your say so have them attack 3 times face the enemy again and attack this little note is suppose to make ranged weapons make a character stand in place which it


    does but its bugged pls help! :(



    For action sequence help, you'll have to go to this thread: 





    ramza said:
    Hello again @Yanfly


    I was wondering if it would be possible to modify the JP plugin to allow you to replace the TP gauge with a JP display instead. Because the JP section of the menu doesn't right-align, if you have an actor with a class that's more than a few characters long, and 3-4 digits of JP, the text runs together pretty badly.


    I don't personally use TP, so an option to replace the TP bar in the menu with a JP Display would work much better in my specific case (and likely others). I took a swing at it myself, but I'm really out of my element here, at least for now.


    Thanks in advance.


    Edit:


    Spent a while messing with stuff in your core engine and came up with a "patch" to do what I wanted with the JP gauge, so no need to help me with that anymore. Here it is incase anyone else is interested.


    It has the side effect of not showing the actual TP gauge in the battle scene, as I overwrote that to draw the JP one instead. So if you're using that at all, you probably shouldn't use my extension. I'm sure someone with even a little bit more experience than I have can fix that real quick XD


    View attachment 31483



    I'll consider adding this option in a future update.

    Einherijar said:
    hi again.....@yanfly 


    ok i was taking a look at the CTB......


    and it looks like more what i'm looking for the ATB.... but i'm worried about one thing..... see one of my actors for my game is gonna be a hyperspeed character (agi effects all damage she deals that isn't spell damage.......) and am worried that with how CTB works late game she will be getting 5-6 turns before anyone else gets a turn.... 


    i also noticed that item upgrade is missing something and will send you a PM since it might come off as a request.....



    As far as balancing your game, that is something you're responsible for. If you need advice for this, I recommend the Game Mechanics forum: http://forums.rpgmakerweb.com/index.php?/forum/17-game-mechanics-design/


    I will answer the question to the PM here since this is something that people have asked over and over:

    This is a general answer. If you are wondering why the Tips & Tricks video I've showed for Stat Upgrades or the Item Upgrades plugin doesn't allow for HIT, EVA, CRI, and other extra parameters to be updated, this is -not- a fault of the plugin. This is the way RPG Maker MV's source code is constructed as they are simply not meant to be altered like that. 
  17. well was hoping there was a way with CTB to limit her number of turns to avoid that..... its not really a balance issue due to the shear difficulty of the game i am designing (novice mode on this game is like nightmare mode on the hardest current complete game in exsistance.... i like difficult games....) its just i want to utilize CTB in such a way to minimize the extra turns.... if not i'll make a post about it in machanics..... 
  18. Hello Yanfly. Been a while since ive been on these forums. I'm using one of your oh


    so amazing scripts and im not getting intended effects from one of your notetag things i put into the enemies.


    Plugin Name: Yep_X_AnimatedSVEnemies


    Error Message: There is no error message, just doesn't do the intended effects.


    How to Replicate Bug: Placing a Sideview Dead Motion: wait does nothing. Or maybe


    i'm just doing it wrong. but i place that tag inside of my enemy and it's supposed to


    instead of show him laying on the ground its supposed to just hold him there. standing up right?


    here is what the enemies note tag looks like

    Code:
    <Breathing>
    <Sideview Battler: antag>
    <Sideview No Collapse>
    <Sideview Weapon: 26>
    <Sideview Dead Motion: walk>

    Ive tried walk, and wait as well and nothing he still goes into the dead


    pose. Sorry if this has already been answered but 80 pages of questions is alot to sift through for this question.
  19. I don't know if this is really a bug, but... for some reason in any of my projects that has Item Synthesis, the Synthesis command won't show up in the main menu of the game during play testing despite show command and auto place command being set to true in the plugin parameters. The Synthesis command won't even show up in the menu of a brand new project that only has Core Engine and Item Synthesis.


    For future reference, what would I put into Main Menu Manager to get around this issue?
  20. Yanfly said:
    Disable your non-Yanfly Engine Plugins. See if that works.



    I disabled the offending plugins that were not yours and sadly it did not help much. I even disabled two plugins that was not in the crash report that I had installed at the time I actually updated, but I still got the same error.