[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 121 of 309 View original ↗
  1. MakeAndCreate said:
    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.)

    <Custom Target Eval>
    for (var i = 0; i < foes.aliveMembers().length; ++i) {
    var member = foes.aliveMembers();
    if (member.elementRate(elementId) > 1) targets.push(member);
    }
    </Custom Target Eval>


    This will only target those who are weak to the element ID specified. For resisting elements use member.elementRate(elementId) < 1.


    If you want to do the same with states, just use member.stateRate(stateId).
  2. Target core doesn't work with weapon notetags? I was waiting so much to be able to make a bow and a crossbow work...
  3. Hi Yanfly, is there a script call for Steal & Snatch to adjust the behaviour of whether drop items can be stolen or not? There's a couple instances in my game where that wouldn't be ideal, but I like the idea of it overall.
  4. Yanfly said:
    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.



    The only notetags I've been able to find in the help section was for:


    <User Barrier>


    <Target Barrier>


    <User Barrier Turns>


    <Target Barrier Turns>


    <Bypass Barrier>


    <Barrier Penetration>


    <Barrier Points>


    <Barrier Points Turns>


    <Barrier Regen>


    <Barrier Regen Turns>


    And then Custom versions of the above in Lunatic mode.


    None of those notetags are described as doing more damage to a Barrier itself, just the Bypass and Penetration doing ignoring all or some of the barrier present.
  5. 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.




    I'm having a similar issue. Ever since I updated Yanfly's Battle Engine Core the other day, Mog's Menu cursor (not the battle cursor) has been appearing during target selection in the completely wrong place. Before it didn't appear at all. I resolved this by installing Mog's Battle Cursor which I wasn't using before and that made it invisible again during target selection, but now I've started noticing some weirdness in some troops where my animations are playing on the completely wrong targets when it's installed and in general target selection appears to be all messed up. Can't have that. So I've had to disable it but then of course returns the previous problem of the menu cursor returning.  Grr.
  6. jvcscasio said:
    Target core doesn't work with weapon notetags? I was waiting so much to be able to make a bow and a crossbow work...



    Explain?

    Nev said:
    Hi Yanfly, is there a script call for Steal & Snatch to adjust the behaviour of whether drop items can be stolen or not? There's a couple instances in my game where that wouldn't be ideal, but I like the idea of it overall.



    You would need a Lunatic Mode notetag to do that 

    Taemien said:
    The only notetags I've been able to find in the help section was for:


    <User Barrier>


    <Target Barrier>


    <User Barrier Turns>


    <Target Barrier Turns>


    <Bypass Barrier>


    <Barrier Penetration>


    <Barrier Points>


    <Barrier Points Turns>


    <Barrier Regen>


    <Barrier Regen Turns>


    And then Custom versions of the above in Lunatic mode.


    None of those notetags are described as doing more damage to a Barrier itself, just the Bypass and Penetration doing ignoring all or some of the barrier present.



    The <Target Barrier: +x> and <Target Barrier: -x> do strictly damage to the barriers themselves.

    Nev said:
    I'm having a similar issue. Ever since I updated Yanfly's Battle Engine Core the other day, Mog's Menu cursor (not the battle cursor) has been appearing during target selection in the completely wrong place. Before it didn't appear at all. I resolved this by installing Mog's Battle Cursor which I wasn't using before and that made it invisible again during target selection, but now I've started noticing some weirdness in some troops where my animations are playing on the completely wrong targets when it's installed and in general target selection appears to be all messed up. Can't have that. So I've had to disable it but then of course returns the previous problem of the menu cursor returning.  Grr.



    You would have to bring that up with Mog. As I've stated on the very first post:

    NOTE: I'll only provide support for my own plugins and code that I, myself, have provided. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. That said, any modifications you've made to the plugins itself, any custom Lunatic Mode code you've made yourself that isn't provided by me, or problems with the source code will not be supported by me either.
  7. Yanfly said:
    You would need a Lunatic Mode notetag to do that 

    I see. Thanks!
     

    Yanfly said:
    You would have to bring that up with Mog. As I've stated on the very first post:

    I understand and wasn't expecting you to anyway. Having to update your plugins to sort out compatibility issues with countless other people's would be frustrating and time consuming as hell. Trouble is, I imagine Mog feels the same way or has a similar policy, hell the demo I got the plugin from I believe had a completely different battle system plugin and it wasn't in english. Is Mog on this forum that I'd be able to contact him/her? If not or if he/she won't do it, I guess I'm gonna have to see if I can find a workaround on my own or pick which is more important to me.
  8. Regarding the Macros Messages. I did everything you said and it still doesn't work completely. I can get it to work if I use the macro ID instead of an assigned name and only if I completely type out \m[x]. The quick macros don't work even though I have them set to true.
  9. @YanflyJust a quick random question, couldn't find anything on the forums, I might just be overlooking it, but exactly how is the barrier points calculated in relation to HP? Can I go over HP, if my HP goes under the Barrier does the Barrier lower as well? I tried installing it and it seems that if I set it more than the HP it stops at random intervals. 

    PS: Amazing work on the targeting system thanks.
  10. Is there any way to make Row Tags work  with Swap Enemies?  I would like to have the same kind of enemies be able to spawn in the back or front row randomly, I suppose I could make twice as many enemies and include the tags manually, but that is kind of tedious
  11. I want to have bows and crossbows to shoot, for example, from the second row to the enemy third row. Since bows are long ranged weapons, it doesn't make sense bows are not being able to attack an enemy because he is far away. But, at least on the site, target core has only items and skills notetag, not weapons notetags. I'm using swap attack to a different "attack" option that avoids taunt effects, but it still can't attack from back rolls like an archer could, and should
  12. Nev said:
    I see. Thanks!
     


    I understand and wasn't expecting you to anyway. Having to update your plugins to sort out compatibility issues with countless other people's would be frustrating and time consuming as hell. Trouble is, I imagine Mog feels the same way or has a similar policy, hell the demo I got the plugin from I believe had a completely different battle system plugin and it wasn't in english. Is Mog on this forum that I'd be able to contact him/her? If not or if he/she won't do it, I guess I'm gonna have to see if I can find a workaround on my own or pick which is more important to me.



    I wouldn't know about where he goes or frequents.

    loozje said:
    Regarding the Macros Messages. I did everything you said and it still doesn't work completely. I can get it to work if I use the macro ID instead of an assigned name and only if I completely type out \m[x]. The quick macros don't work even though I have them set to true.



    If you've redownloaded the plugins and they still don't work, then it's not the plugin for you. I'm afraid you'll have to look for an alternative.

    Omegadragon8 said:
    @YanflyJust a quick random question, couldn't find anything on the forums, I might just be overlooking it, but exactly how is the barrier points calculated in relation to HP? Can I go over HP, if my HP goes under the Barrier does the Barrier lower as well? I tried installing it and it seems that if I set it more than the HP it stops at random intervals. 

    PS: Amazing work on the targeting system thanks.



    Under the barrier? What's that supposed to mean?

    Rutibex said:
    Is there any way to make Row Tags work  with Swap Enemies?  I would like to have the same kind of enemies be able to spawn in the back or front row randomly, I suppose I could make twice as many enemies and include the tags manually, but that is kind of tedious



    If you're going to use swap enemies, it's better for you to use the plugin commands on turn 0 to move enemies into their designated rows.

    jvcscasio said:
    I want to have bows and crossbows to shoot, for example, from the second row to the enemy third row. Since bows are long ranged weapons, it doesn't make sense bows are not being able to attack an enemy because he is far away. But, at least on the site, target core has only items and skills notetag, not weapons notetags. I'm using swap attack to a different "attack" option that avoids taunt effects, but it still can't attack from back rolls like an archer could, and should



    Target Core is made specifically to alter the targeting scopes of actions (aka skills and items) so it wouldn't make much sense for there to be notetags for anything else. Taunt effects are global. They draw in the attention of its targets, ranged or melee, it doesn't really matter. However, if you wish to differentiate them, I suggest you use the Weapon Unleash plugin and use the Replace Attack notetag. Make a different "Attack" skill for your ranged weapons and have them bypass taunts.
  13. jvcscasio said:
    I want to have bows and crossbows to shoot, for example, from the second row to the enemy third row. Since bows are long ranged weapons, it doesn't make sense bows are not being able to attack an enemy because he is far away. But, at least on the site, target core has only items and skills notetag, not weapons notetags. I'm using swap attack to a different "attack" option that avoids taunt effects, but it still can't attack from back rolls like an archer could, and should

    If you use Weapon unleash plugin, you can replace the attacks of each weapon type with a custom skill.  Then you can use the row restrictions to make a skill that only works from the back row or whatever you want.  This is what I have done for my combat system.
  14. Nev said:
    I see. Thanks!
     


    I understand and wasn't expecting you to anyway. Having to update your plugins to sort out compatibility issues with countless other people's would be frustrating and time consuming as hell. Trouble is, I imagine Mog feels the same way or has a similar policy, hell the demo I got the plugin from I believe had a completely different battle system plugin and it wasn't in english. Is Mog on this forum that I'd be able to contact him/her? If not or if he/she won't do it, I guess I'm gonna have to see if I can find a workaround on my own or pick which is more important to me.

     he updated his plug ins recently try updating from his github page
  15. Yanfly said:
    If you're going to use swap enemies, it's better for you to use the plugin commands on turn 0 to move enemies into their designated rows.



    Ah that will work perfectly, thanks Yanfly!  I had got out of the habit of doing battle events, now that your plug-ins can handle so much, It didn't occur to me :p
  16. Is it possible to have an evaluation for the scope as well as the targets in Target Core? 
  17. Nev said:
    I'm having a similar issue. Ever since I updated Yanfly's Battle Engine Core the other day, Mog's Menu cursor (not the battle cursor) has been appearing during target selection in the completely wrong place. Before it didn't appear at all. I resolved this by installing Mog's Battle Cursor which I wasn't using before and that made it invisible again during target selection, but now I've started noticing some weirdness in some troops where my animations are playing on the completely wrong targets when it's installed and in general target selection appears to be all messed up. Can't have that. So I've had to disable it but then of course returns the previous problem of the menu cursor returning.  Grr.

    Well,that is strange... Mog menu cursor is working perfectly with the battle engine,at least for me. Did you placed the menu cursor above the battle engine?
  18. Megablackdragon31 said:
    Well,that is strange... Mog menu cursor is working perfectly with the battle engine,at least for me. Did you placed the menu cursor above the battle engine?

    Yeah, it is placed above it. Are you on Battle Core v1.32b? It only started when I updated to that, normally it's invisible and Mog hasn't updated his menu cursor either. Here's what it looks like:



    Of course, ideally I don't want the menu cursor visible when I'm doing visual enemy select and the menu isn't visible.

    Edit:
    Do you mean it works when Mog's Battle Cursor is still on? Because that does something that removes it. Disable that and you should get the glitch. And of course I have a completely separate problem with the Battle Cursor now which means I can't use it.


    And it might be better to take this to PM rather than derail Yanfly's topic.
     

    Einherijar said:
     he updated his plug ins recently try updating from his github page


    Thank you, but wrong Mog. They're MogHunter plugins, not MoogleX.
  19. lol my bad..... way to many moogles making plugins
  20. Yanfly said:
    The <Target Barrier: +x> and <Target Barrier: -x> do strictly damage to the barriers themselves.



    Well I've been derping up the use of logic for those functions for the last few days.. lol.


    Thanks for the clarification.