Tried today the Equip Requirements, then after choosing "Equip" on the Main Menue, I get an error message: Cannot read property 'push' of undefined
Not sure why I get it? Maybe some incompatibility with another plugin?
EDIT: sry, equip core wasn't up to date. I thought I had everything updated, checked again today. After updating, all worked as supposed!
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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Hello Yanfly
First off, Thank You very much for all the awesome scripts. I envy your coding abilities and speed.
Sadly i do have a bug to report.
Plugin Name: BattleEngineCore and BuffsStatesCore
How to Replicate Bug: Set BuffsStatesCore reapply rules to 0 (ignore), create a state that has an Auto-remove of Action
End and a timing of 2~2 then create a skill that applies that state 4 times.
The state will show only 2 turns remaining, but will last 5 turns.
it will count down on the last 2 turns normally. If you apply it 2 actions in a row, it will last 9 actions
total while still showing only 2.
i found this while trying to create a state that would buff it's own timer based on the # of states on an enemy, by applying the state once per state and adding the Reapply Add Turns tag to the state. -
One thing I've been wondering today since it's release is...
Is it possible for me to restrict use of a weapon of armor "until the plot says so"? Like, say for example, my Knight character Quintus finds a nice, powerful sword somewhere... but due to plot reasons, he can't equip it. Yet. Not until he goes through a (possible?) side quest (or maybe it's part of the main quest?) to gain the Paladin class and after completing his training for that and obtaining said class, only THEN are the requirements met and he can equip the awesome sword. Is it possible for me to do that? I'm pretty sure I can have a Requirement be "must be a certain Class to equip", but I'll watch it again to make sure.
Also, speaking of Classes... quick question about Job Points. You know how in the Parameters of Fox's little add-on, there's the JPTotalLevels thing? I wonder if it's possible to name each Job Level per class? Like, for example, my Bard starts off as just the Bard class, but as he gains more JP and levels up said Class, his Class actually changes it's title? Like, he goes from Bard to Minstrel, for example? Or do I just have to change it myself and create separate Classes that he can potentially change over to? Like my Mage goes from that to Wizard, to [insert Element here]-mancer, to Archmage enc... -
Greetings, Yanfly!
I came across a post of yours a while back describing your addition of being able to hide skills when other skills are learned through your Skills Core plug-in.
An issue I'm having is that I'm using your script of learning skills with passive skills. Simply hiding a skill that's passive doesn't stop the bonus from being applied, so I'm a bit foggy on how to approach what I'm doing here. Essentially, let's say we have two skills that can be learned, and both of them are passive. Pharmacy Boost I and Pharmacy Boost II.
Because PHA is a SP parameter that stacks through percentages, if Pharmacy Boost I is 104% and Pharmacy Boost II is 108%, then we get a situation where the boost in the PHA stat actually becomes 212%, when the intention was 108%. This is being accomplished by using a script that takes the stats from weapon ID's to apply it as a passive stat boost. Because of that, merely hiding the skill does not remove its benefit - it needs to be unlearned completely. I'm wonder if you would know how to best approach this.
As well, is there any way to hide some skills from the Learn Skills menu, perhaps through some kind of note tag? This would help make it so the player can't re-learn the previously unlearned skill, because it wouldn't be an option to do so.
This does come with a couple uses. For example, in my particular situation, it's very easy for the skill menu to get very, very cluttered:
Which could be aided by being able to remove skills from the list. Some kind of notetag, perhaps? Something like <Hide Learn: 101> in Skill ID 102's slot, so that when you learn Skill ID 102, then you no longer see Skill ID 101 on the list.
Thanks! -
Hey Yanfly, I know you're probably super busy so this is low priority, but when you get a chance I wanted to ask about the Map Gold Window.
Question: Is it possible to update it to include a parameter for a variable to control the gold icon?
So like if I have Variable 1 named "goldIdVar" and have it set to 1494 (the 1494th icon on the sheet which is 3 silver coins), and then later in an event I change the variable to 1490 (3 gold coins icon), and thus update the sprite to show the new icon? :) I tried doing it myself, but nothing updates. It's still using the 3 silver that was set in Yanfly.Icon.Gold lol. This is how I updated it (in spoilers to save comment room):
edit: think I may have misspelled the parameter... a mismatch would probably be the problem
Nope. Didn't matter if I had the parameter matched or not. Had all sorts of crazy checks lol, it just completely ignored my coding :p
Guess there's no sprite/window update ? I dunno. It's late I'll just wait for the author to correct me lol. One day.... one day I'll know how to code properly lol
SpoilerYEP_CoreEngine.js
In comment section:
* @param Gold Icon Var
* @desc This will be the variable to represent the gold icon. The
* value must be set to the icon ID. 0 - no variable used.
* @default 0
In list of parameters below Yanfly.Icon.Gold = Number (yada yada yada
Yanfly.Icon.GoldIDVar = Number(Yanfly.Parameters['Gold Icon Var']);
in Window_Base.prototype.drawCurrencyValue
var goldIDVar = $gameVariables.value(Yanfly.Icon.goldIDVar);
if (this.usingGoldIcon(unit)) {
if (goldIDVar > 0) { // Using the variable value
this.drawIcon(goldIDVar, wx + ww - Window_Base._iconWidth, wy + 2);
} else {
this.drawIcon(Yanfly.Icon.Gold, wx + ww - Window_Base._iconWidth, wy + 2);
}
} else {
this.changeTextColor(this.systemColor());
this.drawText(unit, wx, wy, ww, 'right');
}
I've reset everything back to the default script for now, but I'd appreciate tips from the master ^_^ -
One thing I've been wondering today since it's release is...
Is it possible for me to restrict use of a weapon of armor "until the plot says so"? Like, say for example, my Knight character Quintus finds a nice, powerful sword somewhere... but due to plot reasons, he can't equip it. Yet. Not until he goes through a (possible?) side quest (or maybe it's part of the main quest?) to gain the Paladin class and after completing his training for that and obtaining said class, only THEN are the requirements met and he can equip the awesome sword. Is it possible for me to do that? I'm pretty sure I can have a Requirement be "must be a certain Class to equip", but I'll watch it again to make sure.
You can use switch requirement + class requirement. -
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@Yanfly
Currently it's not possible for an actor to maintain his JP throughout different classes, right? -
Hello Yanfly ...
A question about: Skill Learning System
I noticed that when the skills require a certain level or abilities precendente ... the list is not shown ...
you can make that lìabilità also sw compaglia asks certain things ???? -
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.
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Hello Yanfly
First off, Thank You very much for all the awesome scripts. I envy your coding abilities and speed.
Sadly i do have a bug to report.
Plugin Name: BattleEngineCore and BuffsStatesCore
How to Replicate Bug: Set BuffsStatesCore reapply rules to 0 (ignore), create a state that has an Auto-remove of Action
End and a timing of 2~2 then create a skill that applies that state 4 times.
The state will show only 2 turns remaining, but will last 5 turns.
it will count down on the last 2 turns normally. If you apply it 2 actions in a row, it will last 9 actions
total while still showing only 2.
i found this while trying to create a state that would buff it's own timer based on the # of states on an enemy, by applying the state once per state and adding the Reapply Add Turns tag to the state.
***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!
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Hello Yanfly.
I was trying out your shop menu core plugin today, but the shop looks like this (See attachement)
Any comments? I assure you, the shop is not an emtpy one.
View attachment 32591
***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!
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@Yanfly
Currently it's not possible for an actor to maintain his JP throughout different classes, right?
No. Job Points are strictly bound to individual classes (Jobs) as their primary functionality.
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As much as I'd like to help you all, I'd like to remind you all that this is a SUPPORT thread. It is not a request thread. It is not a thread for you to come here and ask me questions on how to build your own custom effects. If the code is not provided by me, it will not be supported by me either. That said, I will only provide support for my plugins and any Lunatic Mode effects that I've personally provided code for (not Lunatic Mode effects that you've made).
That said, the front post is now updated with the following changes:
THIS THREAD WILL BE USED FOR UPDATES AND BUG REPORTS!
This thread is NOT a request thread. Requests include new plugins, new features for existing plugins, and features that you personally think should exist but do not. If you want requests, visit the proper subforum for it, this thread is not the place to do so.
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.
NOTE2: As I've stated before in the previous note, I'll only provide support for my own codes that I, myself, have provided. To make this clear, this means strictly the plugins I've made and any code for Lunatic Mode that I, personally, have provided through Tips & Tricks. I am not responsible for any coding errors, coding roadblocks, or code questions that you come across within your own Lunatic Mode code. Unless the Lunatic Mode notetag itself has a bug, you are to ask your questions here. -
DoubleX RMMV Unison Item now supports YEP_X_BattleSysCTB, although sometimes it's still somehow buggy with some unison skills/items needing to charge :)
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Thank You for your time. Here's the demo project for my bug report.
https://www.dropbox.com/s/oxb1fzep13hp0on/Project2.zip?dl=0 -
Thank You for your time. Here's the demo project for my bug report.
https://www.dropbox.com/s/oxb1fzep13hp0on/Project2.zip?dl=0

Try not adding the same add state trait multiple times. -
This was just used as an example,
My skill checks for 5 states and applies the new state once per state, to increase the time of the new state.
I just thought I would bring it to your attention, if you don't wish to spend any time on this, i understand.
I've been trying to find a way around this with a script call, but can't figure it out. -
This was just used as an example,
My skill checks for 5 states and applies the new state once per state, to increase the time of the new state.
I just thought I would bring it to your attention, if you don't wish to spend any time on this, i understand.
I've been trying to find a way around this with a script call, but can't figure it out.
I'm guessing you're trying to make it add multiple stacks. If that's the case, why not use the Buffs & States Core notetag provided already? <State x Turns: +y>
The way the free turns function is that whenever an Action End state is applied to the user by the user, then a free turn is granted because an Action End effect would cause the effect to remove a turn on the user the moment the action ends. This works as intended. If you stack it multiple times, then the free turn effect is stacked multiple times. However, using <State x Turns: +y> will not proc the free turn effect -
Battle Engine Core >> Tick-Based Regen
Features and How to Use:
For those running a Tick-Based Battle System with the Battle Engine Core (ie. Active Turn Battle or Charge Turn Battle), this will automatically set your states for Turn End timings to use a Time Based system, but in turn, causes regeneration effects to occur individually.
Plugin and Instructions: http://yanfly.moe/2016/02/28/yep-76-tick-based-regen/ -
Here you go :) https://mega.nz/#!PcB1EbTR!wMNKAfwcOHozgJL9L7NkF7a-WZVGIv35KfFQ9X-ZA5A
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Battle Engine Core >> Tick-Based Regen
This is really awesome! It means I can have even cooler Regen effects! Thanks Yanfly! -
Here you go :) https://mega.nz/#!PcB1EbTR!wMNKAfwcOHozgJL9L7NkF7a-WZVGIv35KfFQ9X-ZA5A
I just reinstalled the Shop Menu Core plugin and reapplied it. It started working again.