[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 120 of 309 View original ↗
  1. Megablackdragon31 said:
    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.


    Have you tried playing Mog's plugin above the battle core? Most plugin incompatibility issues can be solved simply by reordering them.

    Just ask @Yanfly 
  2. Yes sir,but it does not worked. The problem was fixed when i removed the cursor for testing.
  3. Megablackdragon31 said:
    Yes sir,but it does not worked. The problem was fixed when i removed the cursor for testing.


    You're going to have to ask Mog for help. Yanfly doesn't deal with any plugins other than his/her own. It's mentioned in the OP of the thread. 
  4. I remember there is this one plugin of yanfly's that if there is only ONE enemy, then you don't have to select target for your attacks (of your offensive spells) since it is already too obvious what the target is. Sadly I forget which plugin it is. Could anyone of you tell me which plugin that is? Thanks!!


    And on another note. Is there any available yanfly plugin that could be used to remove "guard" option from the command menu~~ Another thanks!!
  5. In absorption barrier, is there a way to make a certain damage type (element) do extra damage to a barrier, or at least make a skill do it? That is a 100 damage would deplete/damage say 150 or 200 barrier points.
  6. I have a problem with the Message Macros. I've set a macro to a /n<x> code but when I test it there is no message window. no matter if I use /x or /m[x]. even worse when I use /m[x] the [] show up. I don't have this problem when I write other text codes.
  7. Posting bug report cause this is where the bug report link took me.


    BuffsStatesCore causes my game to crash after taking around 20 steps. I've set it and all other yanfly plugins in the order shown in your videos. I haven't actually done anything with the script yet.
  8. metronome said:
    I remember there is this one plugin of yanfly's that if there is only ONE enemy, then you don't have to select target for your attacks (of your offensive spells) since it is already too obvious what the target is. Sadly I forget which plugin it is. Could anyone of you tell me which plugin that is? Thanks!!


    And on another note. Is there any available yanfly plugin that could be used to remove "guard" option from the command menu~~ Another thanks!!



    Huh? I don't recall making a plugin like that...

    Taemien said:
    In absorption barrier, is there a way to make a certain damage type (element) do extra damage to a barrier, or at least make a skill do it? That is a 100 damage would deplete/damage say 150 or 200 barrier points.



    For those skills that use that extra element type, use the notetags I've included in the plugin to have it deal more damage to barriers.

    ufi24472 said:
    http://yanfly.moe/2015/12/19/yep-47-extra-enemy-drops/


    Excuse me, the extra loot can reach several decimal?


    If I set 0.01%, is one ten thousandth of it?


    It can be achieved? Because I can not defeat the enemy ten thousand times test to confirm.



    It's not in the plugin currently, but isn't this a bit too picky......?

    loozje said:
    I have a problem with the Message Macros. I've set a macro to a /n<x> code but when I test it there is no message window. no matter if I use /x or /m[x]. even worse when I use /m[x] the [] show up. I don't have this problem when I write other text codes.



    I think you may have gotten one of the wrong versions I've uploaded. Clear your browser cache and try downloading them again. Also, make sure your macros use \ instead of /

    tmrev said:
    Posting bug report cause this is where the bug report link took me.


    BuffsStatesCore causes my game to crash after taking around 20 steps. I've set it and all other yanfly plugins in the order shown in your videos. I haven't actually done anything with the script yet.



    ***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!
  9. ufi24472 said:
    http://yanfly.moe/2015/12/19/yep-47-extra-enemy-drops/


    I mean, it seems there is no way to set the decimal point must be an integer,


    E.g. → 10% It is possible
    However, if set to 10.5% → It can not succeed


    what is the reason?



    Do I have to give a reason? It's because I didn't include it nor will I. Reason being that for a +/- 0.1% to make a difference, a player will have to encounter the same monster 1000+ times. This is unrealistic in the course of any kind of playthrough in any kind of game.
  10. Target Core


    Features and How to Use:












    The Target Core plugin is made to expand upon the existing target scopes provided by RPG Maker MV. This plugin enables you to use more target scopes, with a larger variety of ways to select actors and enemies with bonus ways to select targets combined with the Row Formation plugin.


    Plugin and Instructions: http://yanfly.moe/2016/02/26/yep-74-target-core/
  11. ufi24472 said:
    http://yanfly.moe/2015/12/19/yep-47-extra-enemy-drops/


    I mean, it seems there is no way to set the decimal point must be an integer,


    E.g. → 10% It is possible
    However, if set to 10.5% → It can not succeed


    what is the reason?
     

    Yanfly said:
    Do I have to give a reason? It's because I didn't include it nor will I. Reason being that for a +/- 0.1% to make a difference, a player will have to encounter the same monster 1000+ times. This is unrealistic in the course of any kind of playthrough in any kind of game.


    Basically what @Yanfly is saying here is that he/she did it to keep people from setting ridiculously low values which unfortunately some people will do without giving any thought as to how the player would feel about that.

    In the example Yanfly gave, very few people would actually bother to do that much fighting for any sort of item no matter how valuable or useful it may be. They may continue the game or (if it's impossible to continue without the item) otherwise ragequit and never play the game again and it would result in a bad review.

    As an example, Shiny pokemon are rare but not quite THAT rare. Yanfly should know.
  12. Hey @Yanfly I have a (probably dumb) question regarding Target Core. Let's say I have an ability I only want the enemy to be able to use (that involves levels and ONLY targets the party). Think something similar to Zalera from FFXII. Would you still need the Enemy Levels plugin to make it work? I mean I don't think something like Prime Level Death (since as far as I know, Target Core doesn't support stuff like that) would work at all, but still.


    Just curious, that's all!
  13. Hello! Can anyone help me with the lunatic mode for target core? I wish to make it so you can singular target anybody, be they ally or foe. That way, healing magic could be used against undead foes and you can blast allies with fire if you wish.
  14. Darkstar said:
    Hey @Yanfly I have a (probably dumb) question regarding Target Core. Let's say I have an ability I only want the enemy to be able to use (that involves levels and ONLY targets the party). Think something similar to Zalera from FFXII. Would you still need the Enemy Levels plugin to make it work? I mean I don't think something like Prime Level Death (since as far as I know, Target Core doesn't support stuff like that) would work at all, but still.


    Just curious, that's all!



    By nature of preventing errors, the level stat is disabled unless both parties have levels, which means Enemy Levels has to be installed. You can still achieve the same effect with Lunatic Mode, however.

    The Strange Man said:
    Hello! Can anyone help me with the lunatic mode for target core? I wish to make it so you can singular target anybody, be they ally or foe. That way, healing magic could be used against undead foes and you can blast allies with fire if you wish.



    No need for that. This functionality was already included in an official RPG Maker MV Wednesday update plugin made by Yami: 








    It's called Invert Target.
  15. Awesome! Thanks for telling me!
  16. Yanfly said:
    No need for that. This functionality was already included in an official RPG Maker MV Wednesday update plugin made by Yami: 





    It's called Invert Target.

    I was actually going to ask the same question he did. The Invert Target plugin has a lot of bugs and (in my opinion) is unusable as it is now. @Dr.Yami last appeared in his thread more than a month ago and never got to fix it so I have been longing for an alternative to this ;_;
  17. Is there a way in Lunatic mode to make the target scope only target enemies or allies with certain states and/or elemental rate?  (The taunt plugin limited to what hit type felt lacking.)
  18. For those asking questions about the selection process, there's a difference. Targeting occurs when the skill/item action is cast and proceeds. This has no bearing on the selection progress which is a different matter altogether.