I'm sorry to bother you, but I may have discovered a bug in the Buff & States Core.
My game contains a state which is supposed to last for a few rounds and cause the target to automatically cast a spell each time their turn comes (without allowing players to input any commands) and another spell when the buff expires. Previously, the code below worked just fine:
<Turn Start: 3>
<Custom Apply Effect>
<Custom Turn Start Effect>
target.forceAction(14, $gameVariables.value(20));
</Custom Turn Start Effect>
<Custom Leave Effect>
target.forceAction(15, $gameVariables.value(20));
</Custom Leave Effect>
(variable 20 is the target and defined in the skill which gives the character a buff)
Now the game brings up the command menu when the character's turn comes and only casts the spell after I've chosen to attack, defend etc. despite the Custom Turn Start notetag. I have the newest versions of your plugins, and when I tried copying the state into an empty project with only Buff & States Core and Battle Engine Core active, the problem still persisted.
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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It Battle Engine Core - Action Speed formula works properly?
I Set it to: "agi", so the battler with highest agi shoud attack first. // i tried also user.agi
I Make a monster with 6Agi and actor with 5Agi
At this point monster always attack first, so it's ok.
But when i add to monster state that have:
Parameter Agility 50%
or Attack Speed -10
And monster still always attack first.
It's a bug or i don't understand how this plugin works? -
One thing though... Is there an easy means of manipulating the defenders barrier penetration rate? Since all penetration adjustments seem to be attacker side, I am trying to find a way to allow for a barrier to be strengthened against penetration. Akin to resistance.
Not easily. It'd have to modified through the skill's Lunatic Mode barrier penetration eval.
I think yours Heal HP Damage formula doesn't support the 'user' and without changing yours plugin code i can do nothing with that :(
Did you try putting in 'a' instead of 'user'?
Ok Yanfly, some screenshots for my problem as you asked (I'm not reporting a bug, just asking for a new functionality and you'll see why).
SpoilerFirst, I have a character called Belgermir. His battler image is an animated batter by aekashics called "beef". At first, there is a problem with his shadow :

So I use one of your battle engine core notetag to "anchor" him differently :

Now it works, the shadow fits perfectly :

And now here is my problem : that character can change class. He transforms into other monsters when he changes class. Unfortunately, the notetag used to anchor is a notetag for the "actor" notebox. So when he changes class, the new class battler is anchored like my beef. Here it is when he transforms into a dragon (but could be anything) :

You can see that the shadow is completely off. I know the dragon is too big for the shadow anyways, but you understand my problem : since the anchor notetag is actor related and not class related, it doesn't work well with changing the appearance of battlers when changing classes.
I hope this makes my problem clearer.
Could you make some changes to the battle engine core so that the anchor notetag could be used in the class notebox and not just the actor's notebox ?
I'm sure I'm not the only one who will get that problem when using "monster" classes. (And I really don't want to suppress shadows for everyone)
Thanks a lot for your time and all your wonderful work.
Oooh! I see what you're trying to do now. But yes, I can certainly do that.
I'm sorry to bother you, but I may have discovered a bug in the Buff & States Core.
My game contains a state which is supposed to last for a few rounds and cause the target to automatically cast a spell each time their turn comes (without allowing players to input any commands) and another spell when the buff expires. Previously, the code below worked just fine:
<Turn Start: 3>
<Custom Apply Effect>
<Custom Turn Start Effect>
target.forceAction(14, $gameVariables.value(20));
</Custom Turn Start Effect>
<Custom Leave Effect>
target.forceAction(15, $gameVariables.value(20));
</Custom Leave Effect>
(variable 20 is the target and defined in the skill which gives the character a buff)
Now the game brings up the command menu when the character's turn comes and only casts the spell after I've chosen to attack, defend etc. despite the Custom Turn Start notetag. I have the newest versions of your plugins, and when I tried copying the state into an empty project with only Buff & States Core and Battle Engine Core active, the problem still persisted.
This is not a bug. I've made changes that alter forced actions. Primarily because the way they were before left undesirable side effects. I would suggest you look for an alternative way of producing your intended effect: http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/
It Battle Engine Core - Action Speed formula works properly?
I Set it to: "agi", so the battler with highest agi shoud attack first. // i tried also user.agi
I Make a monster with 6Agi and actor with 5Agi
At this point monster always attack first, so it's ok.
But when i add to monster state that have:
Parameter Agility 50%
or Attack Speed -10
And monster still always attack first.
It's a bug or i don't understand how this plugin works?
Since I cannot reproduce the error, I'm going to ask you to do the following.
1. Download all the newest updates of the plugin.
2. Create a new project.
3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Use http://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.
4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them.
5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.
6. Make sure they're in the right order listed on http://yanfly.moe/yep/
7. Recreate the error.
8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.
9. Upload the project online (do -not- deploy it) to a website like MediaFire.com or Mega.co.nz or Dropbox.
10. Post the link here and I'll take a look at it.
Thanks for helping! -
Oooh! I see what you're trying to do now. But yes, I can certainly do that.
That would be wonderful. Thank you very much. -
Tips & Tricks: Enemy Thieves
Ever wanted to create an effect where enemy thieves can steal from the player party? Using this tips & tricks video tutorial, you can!
Copy and Paste Code here:
http://yanfly.moe/2016/02/17/tips-tricks-enemy-thieves-rpg-maker-mv/
http://pastebin.com/aN2pnBNx -
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It Battle Engine Core - Action Speed formula works properly?
I Set it to: "agi", so the battler with highest agi shoud attack first. // i tried also user.agi
I Make a monster with 6Agi and actor with 5Agi
At this point monster always attack first, so it's ok.
But when i add to monster state that have:
Parameter Agility 50%
or Attack Speed -10
And monster still always attack first.
It's a bug or i don't understand how this plugin works?
Since I cannot reproduce the error, I'm going to ask you to do the following.
1. Download all the newest updates of the plugin.
2. Create a new project.
3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Use http://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.
4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them.
5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.
6. Make sure they're in the right order listed on http://yanfly.moe/yep/
7. Recreate the error.
8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.
9. Upload the project online (do -not- deploy it) to a website like MediaFire.com or Mega.co.nz or Dropbox.
10. Post the link here and I'll take a look at it.
Thanks for helping!
After 2h of turning on and off plugins i found the issue
For testing i learn my hero all skills from <Learn Skill: x> tag and one of them have passive that slow the user T_T
PS. Thanks for your hard work and support :) -
@Yanfly
With your plugin steal, you can make that skill causes damage based on "successful" skill steals ???
Just as Zidane's skills in FF9 "Thievery":
Inflicts damage to a single enemy. Damage = [# of successful Steals * Zidane's Speed / 2].
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Hey there,
I'm having a little problem with the <custom apply effect> tag for a state.
I'm using user.gainHp(-50); inside the tags, and when that state is applied in battle the popup for the state damage shows up, but the attack damage does not.
The skill still does full damage, but there's just no popup other than the 50 HP damage from the skill.
Any ideas? Thanks in advance :) -
You have to get me the project. I'm doing the same thing you're describing and unable to reproduce it. If you cannot provide a sample project via the instructions I gave you, I won't seek and hunt the bug any further than I've already tried.
I've just tried and got the same bug. Just try equipping something to anyone, and then switch actors with Q or W. If you don't click the equip option nothing happens. You need to click in the equip button and then return (but not leave the Equip_Scene menu) and switch actors.
Thanks. I needed clear instructions. Nothing was said about that.
@Yanfly
Hello Yanfly. I noticed the same error that was happening in the equip scene is happening too in the Class Change scene. When you change an actor class and then switch to another actor with Q or W their stats are "compared". -
Hey there,
I'm having a little problem with the <custom apply effect> tag for a state.
I'm using user.gainHp(-50); inside the tags, and when that state is applied in battle the popup for the state damage shows up, but the attack damage does not.
The skill still does full damage, but there's just no popup other than the 50 HP damage from the skill.
Any ideas? Thanks in advance :)
Try add user.startDamagePopup(); -
@Yanfly
With your plugin steal, you can make that skill causes damage based on "successful" skill steals ???
Just as Zidane's skills in FF9 "Thievery":
Inflicts damage to a single enemy. Damage = [# of successful Steals * Zidane's Speed / 2].
This return the steal rate of 'i' stealable item from target:
this.getStealableRate(target, target.stealableItems());
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@Yanfly
Hello Yanfly. I noticed the same error that was happening in the equip scene is happening too in the Class Change scene. When you change an actor class and then switch to another actor with Q or W their stats are "compared".
Thanks, I'll get this fixed. -
just wondering, to save ALOT of time going through each of your plugins,
Is there a way to bypass the max HP limit of 9999, like if my HP stat was set to max at 9999 and I have items in game to increase your max HP by 100, is there a way to get it to 10,100 HP?
I do use your damage core plugin to bypass the attack damage limit also. -
just wondering, to save ALOT of time going through each of your plugins,
Is there a way to bypass the max HP limit of 9999, like if my HP stat was set to max at 9999 and I have items in game to increase your max HP by 100, is there a way to get it to 10,100 HP?
I do use your damage core plugin to bypass the attack damage limit also.
Yanfly's first ever plugin for MV actually allow you to bypass default max stats.
http://yanfly.moe/2015/10/09/yep-1-core-engine/ -
Yanfly's first ever plugin for MV actually allow you to bypass default max stats.
http://yanfly.moe/2015/10/09/yep-1-core-engine/
Wow, now i feel dumb, thanks for the fast reply, and sorry to waste your time on that... -
I am not certain if this is a stack issue on my end or a bug in general, but with the row formation plugin, you cannot disable "Formation" in the menu (the party change system) without also disabling the ability to change rows with the row formation plugin. The two should probably be unlinked so that you can edit your battle rows without giving a player full access to party changing on a whim, if so desired.
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This return the steal rate of 'i' stealable item from target:
this.getStealableRate(target, target.stealableItems());
So, how should I do ??? -
This return the steal rate of 'i' stealable item from target:
this.getStealableRate(target, target.stealableItems());
So, how should I do ???
add this to skill note:
<damage formula>
var stealRate = 0;
for (var i=0;i<target.stealableItems().length;i++)
stealRate+=this.getStealableRate(target, target.stealableItems());
stealRate/=target.stealableItems().length;
value = stealRate * a.agi / 2;
</damage formula>
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I am not certain if this is a stack issue on my end or a bug in general, but with the row formation plugin, you cannot disable "Formation" in the menu (the party change system) without also disabling the ability to change rows with the row formation plugin. The two should probably be unlinked so that you can edit your battle rows without giving a player full access to party changing on a whim, if so desired.
Unfortunately, doing so breaks the desirable positioning I want the command to have. Seeing as how this is a problem for you since you're not using the 'Formation' command. Utilize the following in the Main Menu Manager to where you want to position it for your game:
Code:* ============================================================================ * Main Menu Manager - Positioning the Row Command * ============================================================================ * * For those using the Main Menu Manager and would like to position the Row * command in a place you'd like, use the following format: * * Name: Yanfly.Param.RowCmdName * Symbol: row * Show: $gameSystem.isShowRowMenu() * Enabled: $gameSystem.isEnabledRowMenu() * Ext: * Main Bind: this.commandRow.bind(this) * Actor Bind: