[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 124 of 309 View original ↗
  1. Yanfly said:
    I just reinstalled the Shop Menu Core plugin and reapplied it. It started working again.

    Strange, that fixed it in the empty and my main project folder as well o_O
    Although now every action "Buy, sell etc.." is now in english again.
    I translated it into german before, is it possible that this caused the problem?


    Edit: Nevermind, you don't have to translate the notetag in order to appear it in german.
     
  2. Yanfly, your scripts are amazing.  Thanks so much for putting so much time and effort into enriching this game maker.  I have a question about the Battle AI core script.


    I like the idea of differing levels of randomnness, so that some completely unintelligent enemy like a slime can be made to act much more randomly than a semi-intelligent enemy like an animal, which can be made to act less intelligently than a human.


    What I was wondering was, have you considered adding support for states which alter the level of randomness in the enemy AI?  I can think of a couple ways this could be used in programming encounters - for example, you could have a "Feeblemind" type spell, the effect of which would be to cripple enemy AI and force foes to behave less intelligently (though not completely predictably a la berserk or confuse).  Alternatively, you could have an encounter in which one opposing battler is a "leader" - say, a fight with two guards and a guard captain.  If the player defeated the guard captain first, an in-battle event could be scripted to apply a state to the remaining guards which lowered their AI number and made them behave slightly less coherently.  Seems like this function could add some interesting functional wrinkles to this plugin.
  3. 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.



    So that means you can't answer my question about the Equip Requirement Lunatic Mode?
  4. ^_^ we should make a board specificly for lunatic mode questions..... and the original post could explain what exactly lunatic mode is.....  that way people actually understand lunatic mode could help answer questions.....


    anyways that tick regan is gonna be a huge asset... but how does it effect those who have a natural regan..... can we change the interval so as to avoid stuff like full restore before the enemy/player has a chance to finish off the target?


    also its suppose to go under buffs and states core correct? not battle system CTB like it shows in the reccomended order page?
  5. Thanks Yanfly, you put out so much amazing content that really enhances peoples' games! Small bug from the EquipRestrictions plug in:


    Plugin Name: YEP_X_EquipRequirements.js


      How to Replicate Bug: Set an Actor's Initial Equipment to include a piece of equipment for which he does not meet the minimum requirements, plus some other gear that he can equip. When you start a new game, none of that character's gear (not just the restricted piece) will be equipped or anywhere in the inventory.
  6. GutshotStr8 said:
    Thanks Yanfly, you put out so much amazing content that really enhances peoples' games! Small bug from the EquipRestrictions plug in:


    Plugin Name: YEP_X_EquipRequirements.js


      How to Replicate Bug: Set an Actor's Initial Equipment to include a piece of equipment for which he does not meet the minimum requirements, plus some other gear that he can equip. When you start a new game, none of that character's gear (not just the restricted piece) will be equipped or anywhere in the inventory.



    If that's the case, give him a different piece of gear or remove the requirement on the starting equipment. Why are you making the actor start off with gear that it can't equip anyway...?


    ---

    Einherijar said:
    ^_^ we should make a board specificly for lunatic mode questions..... and the original post could explain what exactly lunatic mode is.....  that way people actually understand lunatic mode could help answer questions.....


    anyways that tick regan is gonna be a huge asset... but how does it effect those who have a natural regan..... can we change the interval so as to avoid stuff like full restore before the enemy/player has a chance to finish off the target?


    also its suppose to go under buffs and states core correct? not battle system CTB like it shows in the reccomended order page?



    The answer to your question is already explained inside of the help file:

     


    This plugin requires YEP_BattleEngineCore.js and YEP_BuffsStatesCore.js. Make sure this plugin is located under both of the listed plugins in the plugin list.


    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.


    This means that if Harold receives Low Healing Regen, then 50 ticks later, receives High Healing Regen, Harold does not regenerate HP at the same time. Instead, he will regenerate individually for both Low Healing Regen and High Healing Regen.


    For states that do not function off a Turn End system but still utilize regeneration effects, those effects will also work off a tick-based manner.


    Lunatic Mode Regenerate effects from the Buffs & States Core plugin will also function off of a periodic timed system as opposed to a regular per actor turn system.


    If a state has been reapplied, the regeneration counter will also be reset as to synchronize with the state’s turn counter.


    If a battler has passive states, that battler’s regeneration effects will reset at the start of each battle and clear itself at the end of battle. For example, if the amount of time you’ve set in the Battle Engine Core for the states to tick down is 100, at the start of battle, all passive states will be reset to 100 and must reach 0 before the regeneration effects trigger.


    This also goes under Battle Engine Core. It doesn't matter where underneath it as long as it's underneath it.
  7. lol my bad yanfly i misread the help file of the plug in.... and waned to say this does remove a problem with CTB and ATB where if you had a state that prevented you from having a turn the regan effects would activate til said state was removed but with this plug in thats no longer the case
  8. Ilan14 said:
    So that means you can't answer my question about the Equip Requirement Lunatic Mode?



    I guess not?
  9. Text displays 'Center' tag and also the item tag. Have version 1.04 StealSnatch and 1.32c BattleEngineCore 


    Am I missing a certain script, anyone got any ideas?


    Thanks in advance.


    error.png
  10. yuxx87 said:
    Text displays 'Center' tag and also the item tag. Have version 1.04 StealSnatch and 1.32c BattleEngineCore 


    Am I missing a certain script, anyone got any ideas?


    Thanks in advance.


    View attachment 32609



    ***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!
  11. Ilan14 said:
    I guess not?


    Sorry to say but unless @Yanfly personally provided the effects you are on your own with Lunatic Mode. Yanfly made this perfectly clear in an earlier post.

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


    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.
  13. Yanfly said:
    If that's the case, give him a different piece of gear or remove the requirement on the starting equipment. Why are you making the actor start off with gear that it can't equip anyway...?



    I discovered this by accident, didn't mean to give the character that gear, just thought you might want to know about this.
  14. Not sure if it's a bug or working as intended, hoping someone here can help me out.  


    Using the enemy levels and class change plugins, I'm noticing the enemies are using the average of all levels, including all classes unlocked, and not just the active classes on my characters.  I have the enemy level plugin set to: Type 3 - Average level of all actors that are in the battling party, with a positive and negative level variation of 3.  


    For example, a character has 7 unlocked classes, is currently a level 40 warrior, and the other 6 classes are all level 1.  In a battle, instead of fighting enemies that are close to level 40, I'm instead finding that they are levels 8-14.  
     
  15. Well, crap.  I used the all-damage Joint Penalty notetags, pretty much verbatim, and got this error message when battle-testing.


    GODDAMNIT BANDICAM WINDOW IS VISIBLE.png


    Accompanying console log: (because I know it helps)

    Code:
    TypeError: Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': float parameter 3 is non-finite.
        at TypeError (native)
        at Bitmap.gradientFillRect (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/rpg_core.js:781:24)
        at Bitmap.gradientFillRect (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/plugins/YEP_CoreEngine.js:596:41)
        at Window_BattleStatus.Window_Base.drawGauge (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/plugins/YEP_CoreEngine.js:1312:17)
        at Window_BattleStatus.Window_Base.drawActorHp (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/plugins/YEP_AbsorptionBarrier.js:1323:12)
        at Window_BattleStatus.Window_Base.drawActorHp (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/plugins/YEP_SkillCore.js:1034:44)
        at Window_BattleStatus.Window_Base.drawActorHp (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/plugins/YEP_X_SkillCostItems.js:852:42)
        at Window_BattleStatus.drawGaugeAreaWithTp (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/plugins/YEP_CoreEngine.js:1645:10)
        at Window_BattleStatus.drawGaugeAreaWithTp (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/plugins/YEP_X_BattleSysATB.js:2124:56)
        at Window_BattleStatus.drawGaugeArea (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/rpg_windows.js:5511:14)
  16. okugi said:
    Not sure if it's a bug or working as intended, hoping someone here can help me out.  


    Using the enemy levels and class change plugins, I'm noticing the enemies are using the average of all levels, including all classes unlocked, and not just the active classes on my characters.  I have the enemy level plugin set to: Type 3 - Average level of all actors that are in the battling party, with a positive and negative level variation of 3.  


    For example, a character has 7 unlocked classes, is currently a level 40 warrior, and the other 6 classes are all level 1.  In a battle, instead of fighting enemies that are close to level 40, I'm instead finding that they are levels 8-14.  
     



    That's not how it's calculated. Only the character's current level matters. If you're facing enemies of a lower level while a character is 40, that means other party member levels are pulling it down.

    CtelinAjira said:
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    Well, crap.  I used the all-damage Joint Penalty notetags, pretty much verbatim, and got this error message when battle-testing.


    View attachment 32680


    Accompanying console log: (because I know it helps)



    TypeError: Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': float parameter 3 is non-finite.
    at TypeError (native)
    at Bitmap.gradientFillRect (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/rpg_core.js:781:24)
    at Bitmap.gradientFillRect (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/plugins/YEP_CoreEngine.js:596:41)
    at Window_BattleStatus.Window_Base.drawGauge (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/plugins/YEP_CoreEngine.js:1312:17)
    at Window_BattleStatus.Window_Base.drawActorHp (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/plugins/YEP_AbsorptionBarrier.js:1323:12)
    at Window_BattleStatus.Window_Base.drawActorHp (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/plugins/YEP_SkillCore.js:1034:44)
    at Window_BattleStatus.Window_Base.drawActorHp (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/plugins/YEP_X_SkillCostItems.js:852:42)
    at Window_BattleStatus.drawGaugeAreaWithTp (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/plugins/YEP_CoreEngine.js:1645:10)
    at Window_BattleStatus.drawGaugeAreaWithTp (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/plugins/YEP_X_BattleSysATB.js:2124:56)
    at Window_BattleStatus.drawGaugeArea (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/rpg_windows.js:5511:14)






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    Are you using the code I provided? And if you are, did you change the state ID or did you just leave it copy/pasted?
  17. ok pretty sure this has been asked but there is 100 pages so sorry for asking again


    your element absorb plugin....... if i set a healing spell to an element that an enemy absorbs will it actually deal damage instead of healing the enemy? or is this something that i need an entirely new plug in for...... 
  18. Einherijar said:
    ok pretty sure this has been asked but there is 100 pages so sorry for asking again


    your element absorb plugin....... if i set a healing spell to an element that an enemy absorbs will it actually deal damage instead of healing the enemy? or is this something that i need an entirely new plug in for...... 



    It's been a while since I've tried it out. But if I recall right, it should reverse it.
  19. Yanfly said:
    Are you using the code I provided? And if you are, did you change the state ID or did you just leave it copy/pasted?

    Yes, I am using the provided code.  As for the state ID...I might have forgotten to change the State ID to that of the state I'm using for this.


    *1 test later*


    Aaand now it seems to be working perfectly - the two things I changed besides the State ID were the amount of damage taken by non-targeted enemies, and the removal of the extra animation.  Now I'm running into another problem: a stray calculation of sorts:


    https://dl.dropboxusercontent.com/u/104421735/Testing%20123.avi


    (blarg.  stupid 4.88MB limit.  Can't even send the screenshot of the stray detail after greatly reducing said screenshot's filesize.)


    EDIT: You know what?  Here's the notetag used for this, just for clarity.

    Spoiler
    Code:
    <Custom React Effect>
    // Check if the damage is positive.
    if (value > 0) {
      // Get the living members of the same party.
      var members = target.friendsUnit().aliveMembers();
      // Make an empty group to list affected members.
      var affected = [];
      // We'll go through each member to check them.
      for (var i = 0; i < members.length; ++i) {
        // Getting the individual member.
        var member = members[i];
        // Does the member exist and is the member affected by state 171?
        if (member && member.isStateAffected(171)) {
          // If the member is affected, add it to the affected group.
          affected.push(member);
        }
      }
      // Divide up the damage by how many members are affected.
      value = Math.ceil(value / affected.length);
      // We'll go through each of the affected members now.
      for (var i = 0; i < affected.length; ++i) {
        // Getting the individual affected member.
        var member = affected[i];
        // Ignore the effect if the member is the target of attack.
        if (member !== target) {
          // The affected member takes damage.
          member.gainHp(-value / 2);
          // We'll have the affected member reveal a damage popup.
          member.startDamagePopup();
          // Clear the results of the effect.
          member.clearResult();
          // Next, check to see if the member is dead.
          if (member.isDead()) {
            // If the member is dead, we'll make it collapse.
            member.performCollapse();
          }
        }
      }
    }
    </Custom React Effect>
  20. The "random 5" is because the game is trying to place in a decimal point. You didn't do all the calculations in the right place. All the calculations have to be done here:

    Code:
    value = Math.ceil(value / affected.length);