[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 119 of 309 View original ↗
  1. Hi Yanfly, just made the transition from one of the older Steal Plugins to your personal Steal & Snatch plugin which I just downloaded today from your website.

    Everything works well, only for some reason icons aren't displaying correctly:
     




    Edit (Resolved): Nevermind, noob mistake. I forgot to update my Battle Engine Core. -_- Sorry.

    I also wanted to ask is there a feature to steal a specific quantity of an item in a turn rather than just one at a time? Your website doesn't mention it so probably not. The SimpleSkillSteal plugin had it, but I can live without it.
     
  2. Hello Yanfly,


    I have a problem trying to calibrate the turns in Troop Eventing with the CTB Battle System. When I use the default system everything works correctly :


    Turn 0 ----- Before choosing command


    Turn 1 * x ----- After choosing command.


    Final turn , Turn 1 * x ---- After the command is executed .


    The problem is when I use the CTB system can not in any way use the "Turn 1 * x" .










    **Sorry for the language and also for my English (I have the program in Spanish)


    I do not know if this is a bug or system architecture is different.


    Thanks for your time


    Daniel


    PD: Guess you're tired of reading it but thanks for all the work and effort you do and you've done
  3. Nev said:
    I also wanted to ask is there a feature to steal a specific quantity of an item in a turn rather than just one at a time? Your website doesn't mention it so probably not. The SimpleSkillSteal plugin had it, but I can live without it.
     



    Stealing items is done only one at a time.

    Genesis22 said:
    Hello Yanfly,


    I have a problem trying to calibrate the turns in Troop Eventing with the CTB Battle System. When I use the default system everything works correctly :


    Turn 0 ----- Before choosing command


    Turn 1 * x ----- After choosing command.


    Final turn , Turn 1 * x ---- After the command is executed .


    The problem is when I use the CTB system can not in any way use the "Turn 1 * x" .










    **Sorry for the language and also for my English (I have the program in Spanish)


    I do not know if this is a bug or system architecture is different.


    Thanks for your time


    Daniel


    PD: Guess you're tired of reading it but thanks for all the work and effort you do and you've done



    CTB does not work in a traditional turn based system. They work off in a tick-based system. You'll have to accomodate to this systematic change. If you don't understand how a tick-based system works, I highly suggest you do not use CTB.
  4. Small problem I'm having with the Buff States Core.


    I'm making a skill that applies a state similar to the Trances from FF9, where the characters gain stats and/or extra effects temporarily and it gives them a transformation during the state.  I'm using the Lunatic Mode Custom Apply Effect and Custom Remove Effect notetags.  It comes up as a reference error when I try it.  I'm using the script call to change the battler image for the actor undergoing the change.


    I have the code as follows.


    <Custom Apply Effect>


    $gameActors.actor(1).setBattlerImage(AlexAlpha2);


    </Custom Apply Effect>


    Each time it comes up as "AlexAlpha2 is not defined".


    What am I doing wrong?


    EDIT: I made a workaround by having the skill itself force the common event and then the state's custom leave effect forcing another event to change the image back to normal.
  5. Hello,


    I have a problem using the Battle Core Engine, but i'm not sure it can be fixed...


    I made the battlers move to their target when attacking with a basic attack thanks to this :

    Code:
    <setup action>
    display action
    immortal: targets, true
    </setup action>
    
    <target action>
    if user.attackMotion() !== 'missile'
      move user: targets, base, 20
    else
      perform start
    end
    wait for movement
    motion attack: user
    attack animation: target
    wait for animation
    wait: 5
    action effect
    </target action>



    And it works properly ! Though my problem is about "move user: targets, base, 20". Using it, the characters overlap and it doesn't look good. Plus, when it's the enemy attacking, it's below the hero.


    I tried writing "front base" instead, but they are way to far from one another. Besides, one of my hero goes to the left, as if he was attacking a member of his team o.o


    Is there a way to do something like "base +/- x pixels" ?


    Thanks :)
  6. I'm having some trouble with the Join Penalty. Every time one of the affected targets take damage that will be split this happens


    6e5002c5fb.jpg
  7. KinRyuTen said:
    Small problem I'm having with the Buff States Core.


    I'm making a skill that applies a state similar to the Trances from FF9, where the characters gain stats and/or extra effects temporarily and it gives them a transformation during the state.  I'm using the Lunatic Mode Custom Apply Effect and Custom Remove Effect notetags.  It comes up as a reference error when I try it.  I'm using the script call to change the battler image for the actor undergoing the change.


    I have the code as follows.


    <Custom Apply Effect>


    $gameActors.actor(1).setBattlerImage(AlexAlpha2);


    </Custom Apply Effect>


    Each time it comes up as "AlexAlpha2" is not defined".


    What am I doing wrong?



    Strings go in quotes. Does it work better with


    $gameActors.actor(1).setBattlerImage("AlexAlpha2");


    ?
  8. Luth said:
    Hello,


    I have a problem using the Battle Core Engine, but i'm not sure it can be fixed...


    I made the battlers move to their target when attacking with a basic attack thanks to this :

    Code:
    <setup action>
    display action
    immortal: targets, true
    </setup action>
    
    <target action>
    if user.attackMotion() !== 'missile'
      move user: targets, base, 20
    else
      perform start
    end
    wait for movement
    motion attack: user
    attack animation: target
    wait for animation
    wait: 5
    action effect
    </target action>



    And it works properly ! Though my problem is about "move user: targets, base, 20". Using it, the characters overlap and it doesn't look good. Plus, when it's the enemy attacking, it's below the hero.


    I tried writing "front base" instead, but they are way to far from one another. Besides, one of my hero goes to the left, as if he was attacking a member of his team o.o


    Is there a way to do something like "base +/- x pixels" ?


    Thanks :)



    If you move it to the base, of course it's going to overlap. The purpose of it is to move it onto the enemy's base. See here for the locations:


    60FO5rg.jpg


    I would suggest you use front instead.

    jak323 said:
    I'm having some trouble with the Join Penalty. Every time one of the affected targets take damage that will be split this happens





    Did you copy paste it exactly as is? Because if you did, you have to change the state ID applied.
  9. I have a question regarding the item synthesis plugin:


    Will it be possible to make "types" of Items that are exchangeable ?


    For example like this:


    Vegetable soup:


    Indigents:


    Water


    Salt


    2 types of vegetable


    And then maybe a pop up that lets you choose what vegetables you want to use.


    I think that would be very interesting! 
  10. Bug report : stealsnatch plugin. When I put <Steal Rate: +50%> in the class's notebox and then I launch in test mode (or test battle), the screen stays black and never changes. I can't even close the game by clicking on the cross.


    The <Steal Rate: +50%> does work when it is on a weapon, the bug only seems to happen when it is in the class's notebox.


    I only have yanfly plugins.


    Here is a pic :

    Spoiler
    Capture-1024x653.png



    By the way : I would like to create an accessory that doubles the chances of stealing. Is it possible ? If an enemy as an item with 5% chance of being stolen and one with 30%, when I equip that accessory, I would like the chances to become 10% and 60% respectively. With the current notetags, I didn't seem to be able to do that, but it may be just me. (I can increase the chances bt by a somewhat flat amount, like increasing by 20% will raise the chances by 25% and 50% respectively. This is not what I want)
  11. Just a quick one here, I just started using the aftermath plugin, but i found an issue that the first time any player beats a mob they gain no experience, but it's only the first one... like I start a new game and my main character fights one monster, wins, he gains no XP but every fight thereafter he does... i then later add a second member to the party, they fight a monster, the main character gets XP but the new party member doesn't get any until the next fight... does that make sense?
  12. Saneterre said:
    Bug report : stealsnatch plugin. When I put <Steal Rate: +50%> in the class's notebox and then I launch in test mode (or test battle), the screen stays black and never changes. I can't even close the game by clicking on the cross.


    The <Steal Rate: +50%> does work when it is on a weapon, the bug only seems to happen when it is in the class's notebox.


    I only have yanfly plugins.


    Here is a pic :

    Spoiler
    Capture-1024x653.png



    Thanks, I'll get this fixed by tonight. Good catch! :)

    Todeswalzer said:
    Just a quick one here, I just started using the aftermath plugin, but i found an issue that the first time any player beats a mob they gain no experience, but it's only the first one... like I start a new game and my main character fights one monster, wins, he gains no XP but every fight thereafter he does... i then later add a second member to the party, they fight a monster, the main character gets XP but the new party member doesn't get any until the next fight... does that make sense?



    ***Cannot Reproduce Error


    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!
  13. Actually, Yanfly, about the bug. I tried to put the <Steal Rate: +50%> at the beginning of the class's notebox and this times it works so I guess there is a problem with the order.


    Is there an order to respect when putting many notes ?
  14. Saneterre said:
    Actually, Yanfly, about the bug. I tried to put the <Steal Rate: +50%> at the beginning of the class's notebox and this times it works so I guess there is a problem with the order.


    Is there an order to respect when putting many notes ?



    There isn't. However, the fact the freeze occurs means something needs to be fixed.
  15. Yanfly said:
    There isn't. However, the fact the freeze occurs means something needs to be fixed.

    Ok, good luck with the fixing then :)


    By the way : I would like to create an accessory that doubles the chances of stealing. Is it possible ? If an enemy as an item with 5% chance of being stolen and one with 30%, when I equip that accessory, I would like the chances to become 10% and 60% respectively. With the current notetags, I didn't seem to be able to do that, but it may be just me. (I can increase the chances  by a somewhat flat amount, like increasing by 20% will raise the chances to 25% and 50% respectively but this is not exactly what I want)
  16. http://yanfly.moe/2016/02/12/yep-69-extra-parameter-formula/


    If I want to change the formula for the multiplication BASE, there are ways to do it?


    If I have two equipment was + 40% + 40% magic reflection


    The default formula
    40% + 40% = 80%


    I want to change to
    1 - [(1-40%) * (1-40%)] = 64%


    Or, is there a way to set a maximum limit?


    Mainly because the equipment more than one, it is easy to over 100%


    Thank you.
  17. ufi24472 said:
    http://yanfly.moe/2016/02/12/yep-69-extra-parameter-formula/


    If I want to change the formula for the multiplication BASE, there are ways to do it?


    If I have two equipment was + 40% + 40% magic reflection


    The default formula
    40% + 40% = 80%


    I want to change to
    1 - [(1-40%) * (1-40%)] = 64%


    Or, is there a way to set a maximum limit?


    Mainly because the equipment more than one, it is easy to over 100%


    Thank you.



    Extra parameters by default are handled additively by the MV Source Code. If you wish to change it up, you'll have to do it through the aid of another plugin. As for a way to set a max:


    Math.min(1.0, your formula here)


    That will ensure that the value caps at 1.0 rate (aka 100%).
  18. Saneterre said:
    Ok, good luck with the fixing then :)


    By the way : I would like to create an accessory that doubles the chances of stealing. Is it possible ? If an enemy as an item with 5% chance of being stolen and one with 30%, when I equip that accessory, I would like the chances to become 10% and 60% respectively. With the current notetags, I didn't seem to be able to do that, but it may be just me. (I can increase the chances  by a somewhat flat amount, like increasing by 20% will raise the chances to 25% and 50% respectively but this is not exactly what I want)

    I'm bumping that just in case you didn't see it at the end of the page.
  19. Saneterre said:
    I'm bumping that just in case you didn't see it at the end of the page.



    No, not possible by default. If you want to do something that specific, you'll have to use your own Lunatic Mode mode for it.
  20. Sorry to bother yourself Yanfly,i found a little compatibility issue using your battle engine along with mog battle cursor if you select all targets. Of course you dont have to fix it if you dont want to...


    Excuse me for my bad english and thanks for all.


    124bn2r.jpg