everyone i have a crazy idea..... lets give yanfly a much needed and definately deserved vacation :D
anyways yanfly keep up the good work :D
only thing i noticed is that life steal still restores health when an opponent has a barrier on..... not a big deal cuase the barriers take way less damage and thus the life steal is way less... but i'm sure you did not intend for that
also i updated on sunday, and then put every plugin in the order that is reccomended appearently the changelog page isnt updating to show that you have updated since this sunday....
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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Along with skill cost gold, what else is likely to end up getting removed?
Not sure. I'll have to see this poll's results before making a decision
I did it ... but show me the message that read: \ i [12] Potion.
Did you make sure all your plugins are updated? :S
everyone i have a crazy idea..... lets give yanfly a much needed and definately deserved vacation :D
anyways yanfly keep up the good work :D
only thing i noticed is that life steal still restores health when an opponent has a barrier on..... not a big deal cuase the barriers take way less damage and thus the life steal is way less... but i'm sure you did not intend for that
also i updated on sunday, and then put every plugin in the order that is reccomended appearently the changelog page isnt updating to show that you have updated since this sunday....
There's been no updates since there were no bugs to fix. :) Hopefully, it stays that way since it means the plugins are in stable status.
As for Life Steal, yes, it will restore health as long as any bit of HP has been damaged. And the Life Steal will be dependent on the actual HP damage received after all the barrier mitigation has been done. -
Really nice plugin, thanks Yanfly. Do you plan on adding states notetags that affect durability as well in a future update? For example: an "Iron armor" state that makes my equipment unbreakable for x turns, or a "Glass Armor" state that makes all equipment loses +x durability with each attack. Thanks o/
@Yanfly
Do you plan on adding states notetags that affect durability as well in a future update? For example: an "Iron armor" state that makes my equipment unbreakable for x turns, or a "Glass Armor" state that makes all equipment lose x durability with each attack taken. Thanks o/ -
@Yanfly
Do you plan on adding states notetags that affect durability as well in a future update? For example: an "Iron armor" state that makes my equipment unbreakable for x turns, or a "Glass Armor" state that makes all equipment lose x durability with each attack taken. Thanks o/
Maybe in a future update! :) -
Hey Yanfly! I wanted to report that the Quick Macro feature in the Message Macro plugin does not work. Everytime I try to use a quick macro, nothing appears where the message stored in the macro should appear.
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Yeah, it can be done via the Skill Core evals, but so can a lot of my other plugins. :) The Skill Cost Gold plugin is meant as a way of streamlining the process, to the point where the player can even select the amount of gold used as the cost upon selecting it, where certain types of gear, states, etc. will affect the cost of the gold spent, and more. But seeing as how this is a plugin that appears on the bottom of the votes every time, I may just drop it altogether and have a new candidate in its place. :/
Ohhh, that actually does sound useful. Well, don't feel down if it keeps doing poorly. You can come back to it another time in that case. :3 Thanks for the response!
There are some that keep losing that I'm looking forward to eventually getting, so hopefully the polls will be shaken up somewhat this time. Picture Common Events is probably the one I want the most but it's been losing lol. Either way though, looking forward to how things continue. -
Hey Yanfly! I wanted to report that the Quick Macro feature in the Message Macro plugin does not work. Everytime I try to use a quick macro, nothing appears where the message stored in the macro should appear.
I made an error in an earlier version of the plugin. Just download it again and it should work. -
Hello Yanfly.
A question about your Enemy Levels. With lunatics is possible to give individual exp basead on the level of the characters or the exp is fixed for all members.
Ex: Actor A (Lv 1), Actor B (Lv 3) and Actor C (Lv 5) defeat a Lv 3 monster (100 xp). Actor A gets 100xp +20%, Actor B gets 100xp, and Actor C gets 100xp -20%.
Thanks. -
I made an error in an earlier version of the plugin. Just download it again and it should work.
I already did that, and it still happens... The other macro methods work well, but the quick macro doesn't... :( -
I already did that, and it still happens... The other macro methods work well, but the quick macro doesn't... :(
Did you clear your Internet Browser's cache before redownloading? That may have been an issue.
Hello Yanfly.
A question about your Enemy Levels. With lunatics is possible to give individual exp basead on the level of the characters or the exp is fixed for all members.
Ex: Actor A (Lv 1), Actor B (Lv 3) and Actor C (Lv 5) defeat a Lv 3 monster (100 xp). Actor A gets 100xp +20%, Actor B gets 100xp, and Actor C gets 100xp -20%.
Thanks.
No. The EXP granted is universal and not made individually per actor. -
Did you clear your Internet Browser's cache before redownloading? That may have been an issue.
I deleted the cache now. But I re-downloaded it, I replaced the plugin I had with the one I downloaded (by copypasting), tried again and it still happens... ;_; -
SpoilerTypeError: Cannot read property 'loseBattle' of null
at Game_Actor.Game_BattlerBase.getTpEval (/C:/Users/mikhail/Documents/RPGMV/Asphodelus/Asphodelus/js/plugins/YEP_EnhancedTP.js:2918)
at Game_Party.allMembersGainTp (/C:/Users/mikhail/Documents/RPGMV/Asphodelus/Asphodelus/js/plugins/YEP_EnhancedTP.js:3115)
at Function.BattleManager.endBattle (/C:/Users/mikhail/Documents/RPGMV/Asphodelus/Asphodelus/js/plugins/YEP_EnhancedTP.js:2765)
at Function.BattleManager.processDefeat (rpg_managers.js:2305)
at Function.BattleManager.checkBattleEnd (rpg_managers.js:2244)
at Function.BattleManager.checkBattleEnd (/C:/Users/mikhail/Documents/RPGMV/Asphodelus/Asphodelus/js/plugins/YEP_BattleEngineCore.js:1433)
at Function.BattleManager.update (/C:/Users/mikhail/Documents/RPGMV/Asphodelus/Asphodelus/js/plugins/YEP_X_BattleSysCTB.js:844)
at Scene_Battle.updateBattleProcess (rpg_scenes.js:2050)
at Scene_Battle.update (rpg_scenes.js:2042)
at Scene_Battle.update (/C:/Users/mikhail/Documents/RPGMV/Asphodelus/Asphodelus/js/plugins/YEP_BattleEngineCore.js:3895)
at Scene_Battle.update (/C:/Users/mikhail/Documents/RPGMV/Asphodelus/Asphodelus/js/plugins/YEP_VictoryAftermath.js:817)
at Function.SceneManager.updateScene (rpg_managers.js:1673)
at Function.SceneManager.updateMain (rpg_managers.js:1641)
I get this when a battle ends on either loss or win
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I deleted the cache now. But I re-downloaded it, I replaced the plugin I had with the one I downloaded (by copypasting), tried again and it still happens... ;_;
I'm looking at my uploads and it's the exact same one that's been updated. If it's not working for you, I suggest you don't use Quick Macros then.
SpoilerTypeError: Cannot read property 'loseBattle' of null
at Game_Actor.Game_BattlerBase.getTpEval (/C:/Users/mikhail/Documents/RPGMV/Asphodelus/Asphodelus/js/plugins/YEP_EnhancedTP.js:2918)
at Game_Party.allMembersGainTp (/C:/Users/mikhail/Documents/RPGMV/Asphodelus/Asphodelus/js/plugins/YEP_EnhancedTP.js:3115)
at Function.BattleManager.endBattle (/C:/Users/mikhail/Documents/RPGMV/Asphodelus/Asphodelus/js/plugins/YEP_EnhancedTP.js:2765)
at Function.BattleManager.processDefeat (rpg_managers.js:2305)
at Function.BattleManager.checkBattleEnd (rpg_managers.js:2244)
at Function.BattleManager.checkBattleEnd (/C:/Users/mikhail/Documents/RPGMV/Asphodelus/Asphodelus/js/plugins/YEP_BattleEngineCore.js:1433)
at Function.BattleManager.update (/C:/Users/mikhail/Documents/RPGMV/Asphodelus/Asphodelus/js/plugins/YEP_X_BattleSysCTB.js:844)
at Scene_Battle.updateBattleProcess (rpg_scenes.js:2050)
at Scene_Battle.update (rpg_scenes.js:2042)
at Scene_Battle.update (/C:/Users/mikhail/Documents/RPGMV/Asphodelus/Asphodelus/js/plugins/YEP_BattleEngineCore.js:3895)
at Scene_Battle.update (/C:/Users/mikhail/Documents/RPGMV/Asphodelus/Asphodelus/js/plugins/YEP_VictoryAftermath.js:817)
at Function.SceneManager.updateScene (rpg_managers.js:1673)
at Function.SceneManager.updateMain (rpg_managers.js:1641)
I get this when a battle ends on either loss or win
View attachment 32298
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. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV 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! -
Wait! Now it works! I guess I just thought it didn't worked for the fact that the macros didn't show in the message preview... XD
Thanks Yanfly! :) -
I don't know how to recreate the error without using my own database.
The error occurred after I started playing around with the Enhanced TP plugin and is not present when I turn it off.
I have all my plugins in the correct order and they are all up to date. -
I don't know how to recreate the error without using my own database.
The error occurred after I started playing around with the Enhanced TP plugin and is not present when I turn it off.
I have all my plugins in the correct order and they are all up to date.
I wonder, is it the formula you're using? And are you using a saved game or a new game? If you're using a saved game, were you perhaps using a TP Mode that no longer currently exists? -
Would you like a screenshot of one of my TP Modes?
This happens on a new game and on the database's test battle. -
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I encountered an odd problem with Equip Core.
I made an Equipment slot for Cards, which give stats and a Skill Type depending on the card itself.
Whenever I tried to equip one, the game crashed and displayed this error:
TypeError: Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': float parameter 3 is non-finite.TypeError: Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': float parameter 3 is non-finite.
What is causing this? :unsure: -
I quickly made this image.
All my TP Managers are nearly identical to this one.
View attachment 32304
Hmmm. Now that I'm not entirely sure. Does this happen on a new game or a saved one?
I encountered an odd problem with Equip Core.
I made an Equipment slot for Cards, which give stats and a Skill Type depending on the card itself.
Whenever I tried to equip one, the game crashed and displayed this error:
What is causing this? :unsure:
If you're getting an error, make sure you have all the plugins you're using updated.
If you still get the error, can you press F8 to open up the debug console.
From there, click the Console tab.
Then, can you copy and paste all the error messages you see here?