[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 104 of 309 View original ↗
  1. jvcscasio said:
    Discovered the problem, on the site, it's like this:


    View attachment 31669


    For some reason, either the browser or the website didn't get the 1.32 version...


    Browser cache can be a bit wonky at times. Have you tried clearing it?
  2. StarWarrior00 said:
    Browser cache can be a bit wonky at times. Have you tried clearing it?

    Different browsers, same result (I got the plugin from the previous page just fine, but I think it's just the site, you know)
  3. jvcscasio said:
    Different browsers, same result (I got the plugin from the previous page just fine, but I think it's just the site, you know)


    Yes I just checked. its 1.32. Yanfly probably just forgot to update the version. 
  4. jvcscasio said:
    I know I'm kinda late on the Row formation thing, but how can I make it so that certain weapons can attack from and to different rows? For example, the attack option only works for the first row, but when using Bows and crossbows, I want the player to be able to attack from the second row as well. I was unable to find the note tags necessary.



    That would depend on Taunts for now. However, I suggest you wait for Target Core, since that will enable a new set of options.

    StarWarrior00 said:
    Does the absorption barrier only protect from HP damage or can it be tweaked to protect from MP damage as well?



    It's only HP by default.

    jvcscasio said:
    82/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack2.js:1215 288
    45/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack2.js:1215 64
    194/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack2.js:1215 288
    45/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack2.js:1215 64
    132/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack2.js:1215 288
    45/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack2.js:1215 64
    rpg_managers.js:1618 TypeError: undefined is not a function
        at Game_Actor.Game_Battler.performCollapse (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_BattleEngineCore.js:3149:29)
        at Game_Actor.performCollapse (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/rpg_objects.js:4051:44)
        at Game_Actor.Game_Battler.removeImmortal (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_BattleEngineCore.js:3102:45)
        at Function.<anonymous> (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_BattleEngineCore.js:2294:16)
        at Array.forEach (native)
        at Function.BattleManager.actionImmortal (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_BattleEngineCore.js:2289:13)
        at Function.BattleManager.processActionSequence (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_BattleEngineCore.js:1868:19)
        at Function.BattleManager.processActionSequence (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack1.js:861:58)
        at Function.BattleManager.processActionSequence (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack2.js:552:58)
        at Function.BattleManager.processActionSequence (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack3.js:386:58)rpg_managers.js:1618 SceneManager.catchException


    This is the error message I started getting today whenever a character is about to die. I only updated the plugins and I only have Yanfly's plugins intalled, in the correct order and with the latestest update...



    I updated this plugin this morning, which is why the page doesn't reflect the updates yet. I only update the changelog page once each night. :)
    http://yanfly.moe/plugins/en/YEP_BattleEngineCore.js
  5. ah yanfly, can you tell me what code / lunatic mode to check how much absorbtion barrier point on battler?


    I'm making a state that will be removed when barrier point goes 0.
  6. ^ I think it's user.barrierPoints()
  7. Ilan14 said:
    Hey Yanfly, do you think you could make it so that, through the use of a notetag maybe, after the barrier is broken, a battler won't take the remaining damage from the attack/combo?
  8. Plugin Name: BattleEngineCore.js


    Error Message: Type Error: Undefined is not a function


    rpg_managers.js:1618 TypeError: undefined is not a function
        at Game_Actor.Game_Battler.performCollapse (file:///C:/Users/Desktop/Documents/Games/Sheol/js/plugins/YEP_BattleEngineCore.js:3149:29)
        at Game_Actor.performCollapse (file:///C:/Users/Desktop/Documents/Games/Sheol/js/rpg_objects.js:4051:44)
        at Game_Actor.Game_Battler.removeImmortal (file:///C:/Users/Desktop/Documents/Games/Sheol/js/plugins/YEP_BattleEngineCore.js:3102:45)
        at Function.<anonymous> (file:///C:/Users/Desktop/Documents/Games/Sheol/js/plugins/YEP_BattleEngineCore.js:2294:16)
        at Array.forEach (native)
        at Function.BattleManager.actionImmortal (file:///C:/Users/Desktop/Documents/Games/Sheol/js/plugins/YEP_BattleEngineCore.js:2289:13)
        at Function.BattleManager.processActionSequence (file:///C:/Users/Desktop/Documents/Games/Sheol/js/plugins/YEP_BattleEngineCore.js:1868:19)
        at Function.BattleManager.processActionSequence (file:///C:/Users/Desktop/Documents/Games/Sheol/js/plugins/YEP_X_ActSeqPack1.js:861:58)
        at Function.BattleManager.processActionSequence (file:///C:/Users/Desktop/Documents/Games/Sheol/js/plugins/YEP_X_ActSeqPack2.js:552:58)
        at Function.BattleManager.processActionSequence (file:///C:/Users/Desktop/Documents/Games/Sheol/js/plugins/YEP_X_ActSeqPack3.js:386:58)rpg_managers.js:1618 SceneManager.catchException


    How to Replicate Bug: Heppens when a character die in middle of battle.
  9. lokirafael said:
    Plugin Name: BattleEngineCore.js


    Error Message: Type Error: Undefined is not a function


    rpg_managers.js:1618 TypeError: undefined is not a function
        at Game_Actor.Game_Battler.performCollapse (file:///C:/Users/Desktop/Documents/Games/Sheol/js/plugins/YEP_BattleEngineCore.js:3149:29)
        at Game_Actor.performCollapse (file:///C:/Users/Desktop/Documents/Games/Sheol/js/rpg_objects.js:4051:44)
        at Game_Actor.Game_Battler.removeImmortal (file:///C:/Users/Desktop/Documents/Games/Sheol/js/plugins/YEP_BattleEngineCore.js:3102:45)
        at Function.<anonymous> (file:///C:/Users/Desktop/Documents/Games/Sheol/js/plugins/YEP_BattleEngineCore.js:2294:16)
        at Array.forEach (native)
        at Function.BattleManager.actionImmortal (file:///C:/Users/Desktop/Documents/Games/Sheol/js/plugins/YEP_BattleEngineCore.js:2289:13)
        at Function.BattleManager.processActionSequence (file:///C:/Users/Desktop/Documents/Games/Sheol/js/plugins/YEP_BattleEngineCore.js:1868:19)
        at Function.BattleManager.processActionSequence (file:///C:/Users/Desktop/Documents/Games/Sheol/js/plugins/YEP_X_ActSeqPack1.js:861:58)
        at Function.BattleManager.processActionSequence (file:///C:/Users/Desktop/Documents/Games/Sheol/js/plugins/YEP_X_ActSeqPack2.js:552:58)
        at Function.BattleManager.processActionSequence (file:///C:/Users/Desktop/Documents/Games/Sheol/js/plugins/YEP_X_ActSeqPack3.js:386:58)rpg_managers.js:1618 SceneManager.catchException


    How to Replicate Bug: Heppens when a character die in middle of battle.

    Poor yanfly...


    There is a link on this page, where yanfly answered for this problem, you can download the updated version there.
  10. jvcscasio said:
    Poor yanfly...


    There is a link on this page, where yanfly answered for this problem, you can download the updated version there.



    Yep. Thansk for the tip.


    My bad Yanfly. I keep everything update daily, must have skiped that update somehow. x_x
  11. this is the reason i use the to download all avalible plugins click here right under the links for the individual plug ins....


    also yanfly.... i was wondering is it possible to set absorbsion barrier to be based off the target's MHP? and to set it to where it will dissipate on the death of the caster? have a tank character i was gonna give an ability called draw fire..... i wanted it to give the caster the tuant status while giving everyother party member a barrier = to 100% of their max hp score..... and then when dissipate only when broken or the tank dies (he takes a -45% debuff to defense and MDF.....)
  12. Hi! I'd like to report a bug when using BattleEngineCore v1.31b. Every single time i die i get an error. (If i downgrade to BattleEngineCore v1.29 i don't get that error)


    Plugin Name: BattleEngineCore v1.31b


    Error Message: http://puu.sh/n6NRL/fd2465249f.png


    How to Replicate Bug: I honestly didn't do anything besides upgrading it from BattleEngineCore v1.29 (which doesn't give me any errors if i downgrade back to v1.29) to v1.31b
  13. ShadowSFX said:
    Hi! I'd like to report a bug with the new BattleEngineCore v1.31b. Every single time i die i get an error. (If i downgrade to BattleEngineCore v1.29 i don't get that error)


    Plugin Name: BattleEngineCore v1.31b


    Error Message: http://puu.sh/n6NRL/fd2465249f.png


    How to Replicate Bug: I honestly didn't do anything besides upgrading it from BattleEngineCore v1.29 (which doesn't give me any errors if i downgrade back to v1.29) to v1.31b



    Yanfly patched, just download the new version of the plugin 1.32
  14. Chaos17 said:
    Yanfly patched, just download the new version of the plugin.



    Oh, thank you very much.
  15. Corniflex said:
    I've updated the View attachment YEP_ClassChangeCore.js script so we have the possibility to see all the future unlockable classes in advance.


    [...]


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

    That's what he said.

    Spoiler

    YEP_ClassChangeCoreTree.png

    So now the class list from View attachment YEP_ClassChangeCore.js can become a class tree.


    Only the icons remains, the name and level of the class are now on the right side.


    You can see the requirements of each class thanks to the arrows and the text.


    To navigate through the tree you can use the arrow keys.


    It can handle a pretty big number of classes (45 here) if you have the resolution :

    Spoiler

    YEP_ClassChangeCoreTreeBig.png



    The only thing you'll have to do to setup the tree is to put the classes in the database in the right order :


    For the previous picture for example, you have to read it line by line from top to bottom to have the order I put them in my database.


    Basically, the horizontal ordering is calculated. For the vertical order, it's by ID.


    On the pictures I use my previous update to see the all the classes, even the locked ones, but it will work as well if you let the default settings.


    If you choose to display only the unlocked classes, the tree will take all the space available so one can't know what future classes will be unlocked.


    It will also work with YEP_X_Subclass.js without the need for a compatibility patch !


    Finally, thanks to Yanfly for the awesome pluggins. I learned a lot by modifying them and it was nice to work on your code !
  16. Ilan14 said:
    Hey Yanfly, do you think you could make it so that, through the use of a notetag maybe, after the barrier is broken, a battler won't take the remaining damage from the attack/combo?
  17. Corniflex said:
    That's what he said.

    Spoiler

    So now the class list from View attachment 31696 can become a class tree.


    Only the icons remains, the name and level of the class are now on the right side.


    You can see the requirements of each class thanks to the arrows and the text.


    To navigate through the tree you can use the arrow keys.


    It can handle a pretty big number of classes (45 here) if you have the resolution :

    Spoiler



    The only thing you'll have to do to setup the tree is to put the classes in the database in the right order :


    For the previous picture for example, you have to read it line by line from top to bottom to have the order I put them in my database.


    Basically, the horizontal ordering is calculated. For the vertical order, it's by ID.


    On the pictures I use my previous update to see the all the classes, even the locked ones, but it will work as well if you let the default settings.


    If you choose to display only the unlocked classes, the tree will take all the space available so one can't know what future classes will be unlocked.


    It will also work with YEP_X_Subclass.js without the need for a compatibility patch !


    Finally, thanks to Yanfly for the awesome pluggins. I learned a lot by modifying them and it was nice to work on your code !

    Woot, so cool!!


    I hope Yanfly will put this on her website or put that tweak directly in her plugon because that's pretty cool :D


    Will you do the same for the skill learn system ?


    I would love to see skill tree for that system too BD
  18. Einherijar said:
    this is the reason i use the to download all avalible plugins click here right under the links for the individual plug ins....


    also yanfly.... i was wondering is it possible to set absorbsion barrier to be based off the target's MHP? and to set it to where it will dissipate on the death of the caster? have a tank character i was gonna give an ability called draw fire..... i wanted it to give the caster the tuant status while giving everyother party member a barrier = to 100% of their max hp score..... and then when dissipate only when broken or the tank dies (he takes a -45% debuff to defense and MDF.....)



    This would have to be done via Lunatic Mode.

    Corniflex said:
    That's what he said.

    Spoiler

    So now the class list from View attachment 31696 can become a class tree.


    Only the icons remains, the name and level of the class are now on the right side.


    You can see the requirements of each class thanks to the arrows and the text.


    To navigate through the tree you can use the arrow keys.


    It can handle a pretty big number of classes (45 here) if you have the resolution :

    Spoiler



    The only thing you'll have to do to setup the tree is to put the classes in the database in the right order :


    For the previous picture for example, you have to read it line by line from top to bottom to have the order I put them in my database.


    Basically, the horizontal ordering is calculated. For the vertical order, it's by ID.


    On the pictures I use my previous update to see the all the classes, even the locked ones, but it will work as well if you let the default settings.


    If you choose to display only the unlocked classes, the tree will take all the space available so one can't know what future classes will be unlocked.


    It will also work with YEP_X_Subclass.js without the need for a compatibility patch !


    Finally, thanks to Yanfly for the awesome pluggins. I learned a lot by modifying them and it was nice to work on your code !



    Oh nice, that looks awesome! o.o

    Ilan14 said:
    Hey Yanfly, do you think you could make it so that, through the use of a notetag maybe, after the barrier is broken, a battler won't take the remaining damage from the attack/combo?



    No, since that's not how the absorption barrier is intended to work. If you want an effect like that, please make a request in the Request Forum here: http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/
  19. Oh, I see. Thanks anyways! :)
  20. hey um couple more quick questions.... first the new class change core with the class tree.... is that gonna be the one that gets updated? if/when the next update for class change core gets updated?


    second can i use the notetag <Max Level: x>  in classes or is it actor only.... was hoping i could do something like the lower classes can only go so high in level and when it reaches max  the next class is unlocked with the stats from the last class at max level with a higher max level....