[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 122 of 309 View original ↗
  1. 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.



    Thank u for reply, my initial idea was to create a similar mechanism of God falling equipment Diablo 2.
    Defeat an enemy, you may get hundreds of rare items, if set to 1%, then it is too high, will drop rare items almost every time.
  2. Yanfly said:
    Huh? I don't recall making a plugin like that...



    Ah.....you don't?


    Damm, guess I have a hole in my memory >.<


    Looking at my plugin list, your plugins dominate 90% of them lol~~ guess I am getting stastistical bias there, sorry for the trouble man.
  3. Yanfly said:
    Under the barrier? What's that supposed to mean?

    :D  Sorry I forget how specific coder brains become. You're probably like, "But, it's drawn on top of the hp." :p  
    By under I meant the value of the current hit points being lower than the value of the Barrier Points (BP).


    For example:


    What happens when my Actor has 100 HP and 100 BP and gets hit by a 100% penetrating attack that deals 50 damage, reducing his HP to 50. Does the Actor still have 100 BP? Or has his new BP total become 50 with the HP. The drawing of the bar makes it look like the Actor has less BP than even the remaining HP (puts it at like three quarters of the bar, making it look like the Actor now has around 35 BP instead, even though the actor took no BP damage).
  4. hmm i think this might of been asked....


    but do i need to use lunatic mode in the note tags to make melee weapons only able to target enemies in the "first front row with alive enemies" with target core (i under stand that the weapon has to set a new skill instead of attack)
  5. Hehe, just had a funny/awesome thought for an Event battle cutscene come to mind thanks to this plugin.


    It's a boss battle with one of my guys as an archer. The Boss is in the front middle while his minions are beside/behind him. The archer character has Target Core based skills, and fires his weapon over the boss's head.


    Boss: Ha! You missed me!


    Archer: *smirks* ...Wasn't aiming at you.


    And then the arrows come back down and hit the minions in the back. Yes, I know, it's a cliched move, but hey. Pretty much everything is cliche in some form or another, everything has been done in a myriad of ways. All that matters is how you execute it.
  6. Maybe bug with target core :


    it seems that my action sequences that have many "action effect" in the notes do not work when I use a target core tag (like <Target: x Random Foes>).


    What happens is that the first "action effect" does apply damage but the following action effects do not.


    I've tried to modify the skill's tags in many ways but I can't get more than one action effect by sequence to work. (My skill does work with no target core tags)
  7. Is there anyway to setup Targetcore to allow party members to attack each other with normal attack or use healing items on enemies?
  8. Pots Talos said:
    Is there anyway to setup Targetcore to allow party members to attack each other with normal attack or use healing items on enemies?

     


     


    Unfortunately, the TargetCore doesn't give any support to toggle target.


    However you can use YED Invert Target:




    Note that this plugin has currently serious issues with YEP Battle Engine Core (and certainly YEP TargetCore).


    If you want to use both, I strongly suggest you wait that Yami updates her plugin.
  9. Hi,


    i make a skill that heal target for X and other allies by X/2


    to do that i use:


    <Custom Target Eval>
    var item = this.item();
    item._decreasePowerTimes = 1;
    for (var i=0;i<$gameParty.aliveMembers().length;i++)
    targets.push($gameParty.aliveMembers());
    </Custom Target Eval>

    <Post-Damage Eval>
    if(item._decreasePowerTimes > 0){ //this makes the value/2 happens once
     value = Math.round(value / 2);
     item._decreasePowerTimes -= 1;
    $gameMessage.add(value+''); //it really halves the value
    }
    </Post-Damage Eval>


    but all healed allies was heal for full value


    It is a bug or Target Core Plugin should that works?
  10. Found another bug:



    Bug: If an actor affected by a state X equip something/change class/learn a skill who add a passive state trait for the same state X, their effects will stack.


    Plugin Name: Auto Passive States


    Error Message: None


    How to Replicate Bug: Create a new project with only the Auto Passive States in, edit a troop event to add the state poison to Harold at the begining of the battle. After some turns, make him equip something who confers the state poison as passive trait (don't forget to give this something to the party right before). Harold will suffer dubble damage from the poison. Same problem if Harold learns a skill or change class.
  11. Omegadragon8 said:
    :D  Sorry I forget how specific coder brains become. You're probably like, "But, it's drawn on top of the hp." :p  
    By under I meant the value of the current hit points being lower than the value of the Barrier Points (BP).


    For example:


    What happens when my Actor has 100 HP and 100 BP and gets hit by a 100% penetrating attack that deals 50 damage, reducing his HP to 50. Does the Actor still have 100 BP? Or has his new BP total become 50 with the HP. The drawing of the bar makes it look like the Actor has less BP than even the remaining HP (puts it at like three quarters of the bar, making it look like the Actor now has around 35 BP instead, even though the actor took no BP damage).



    The way the bar is drawn is, if Current HP + BP > MaxHP, then the bar is drawn (HP + BP) / (MaxHP + BP). If not, it is drawn (HP + BP) / MaxHP. As that makes the most sense to me. Drawing barrier points on top of HP would just cover up the HP bar, which doesn't make much visual and design sense to me. However, if this is a feature for your game, I suggest you ask here. http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/


    ---

    Einherijar said:
    hmm i think this might of been asked....


    but do i need to use lunatic mode in the note tags to make melee weapons only able to target enemies in the "first front row with alive enemies" with target core (i under stand that the weapon has to set a new skill instead of attack)



    It's been asked and answered here: 






    ---

    Saneterre said:
    Maybe bug with target core :


    it seems that my action sequences that have many "action effect" in the notes do not work when I use a target core tag (like <Target: x Random Foes>).


    What happens is that the first "action effect" does apply damage but the following action effects do not.


    I've tried to modify the skill's tags in many ways but I can't get more than one action effect by sequence to work. (My skill does work with no target core tags)



    For help with action sequences, you can ask it here: 






    ---

    Pots Talos said:
    Is there anyway to setup Targetcore to allow party members to attack each other with normal attack or use healing items on enemies?



    Download Yami's Invert Target. It's a part of the official MV Wednesday Updates.




    ---

    Znikomek said:
    Hi,


    i make a skill that heal target for X and other allies by X/2


    to do that i use:



    <Custom Target Eval>
    var item = this.item();
    item._decreasePowerTimes = 1;
    for (var i=0;i<$gameParty.aliveMembers().length;i++)
    targets.push($gameParty.aliveMembers());
    </Custom Target Eval>

    <Post-Damage Eval>
    if(item._decreasePowerTimes > 0){ //this makes the value/2 happens once
     value = Math.round(value / 2);
     item._decreasePowerTimes -= 1;
    $gameMessage.add(value+''); //it really halves the value
    }
    </Post-Damage Eval>


    but all healed allies was heal for full value


    It is a bug or Target Core Plugin should that works?





    Post-Damage means after damage/healing has been dealt.


    ---

    Alexandre said:
    Found another bug:



    Bug: If an actor affected by a state X equip something/change class/learn a skill who add a passive state trait for the same state X, their effects will stack.


    Plugin Name: Auto Passive States


    Error Message: None


    How to Replicate Bug: Create a new project with only the Auto Passive States in, edit a troop event to add the state poison to Harold at the begining of the battle. After some turns, make him equip something who confers the state poison as passive trait (don't forget to give this something to the party right before). Harold will suffer dubble damage from the poison. Same problem if Harold learns a skill or change class.



    I'll get this taken a look at.
  12. Equip Core >> Equip Requirements


    Features and How to Use












    Place restrictions on when an actor can equip a weapon or piece of armor. Set level requirements, stat requirements, switch requirements, and more. This plugin will also provide a separate equipment requirement window to show the player what is needed in order for gear to be equipped.


    Plugin: http://yanfly.moe/2016/02/27/yep-75-equip-requirements/


    Enjoy! <3
  13. I didn't need any help with action sequence, I was reporting a possible bug/incompatibility...


    Maybe it's just me then, but I really thought what I was describing was not normal, and not a problem with my sequencing.
  14. Saneterre said:
    I didn't need any help with action sequence, I was reporting a possible bug/incompatibility...


    Maybe it's just me then, but I really thought what I was describing was not normal, and not a problem with my sequencing.



    The target core does nothing to modify action sequences or actions in general aside from the scope. An error from there is highly unlikely.
  15. ok then, I'll test this further
  16. Yanfly said:
    Post-Damage means after damage/healing has been dealt.

    Indeed, i want to change value after first damage/healing has been dealt.
    But even with Pre-Damage value doesn't change, it heal always with same power each target.
    But $gameMessage.add(value+'') shown something else.


    ie: skill heal all for 10 and gameMessage show 20:


    <Pre-Damage Eval>
    value *= 2;
    $gameMessage.add(value+'')
    </Pre-Damage Eval>


    I'm confused now. It change value but not apply skill.
  17. Equip Requirement... How I longed for something similar.


    Requirements are some kind of way to prevent the game to get easier... Or maybe a way to keep it hard.


    Was surprised to not see an Actor restriction, though. A Memento Ring could have a spiritual value to a specific actor, and not to the others.


    Like, "Lucius' Pillow" =D
  18. Just to report back on my earlier conflict with Mog_BattleCursor, I managed to get in contact with Moghunter via email. Changing the sort-x axis parameter to "false" managed to fix the bug I was having with Yanfly's Action Sequences. Just in case anyone else experiences it and needs the workaround.
  19. Through autopassive state, you can create a status that means that the growing rise in defense as they play their HP.
  20. Hey Yanfly, about your Equip Requirements plugin, in Lunatic Mode I saw you can make it so that a weapon or an armor can be equipped by an specific character by using their name in the condition. But how do I do it if I want to specify the ID of the actor that can equip the item? You know, in case that you can change the name of the character.