[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 125 of 309 View original ↗
  1. Yanfly said:
    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:



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

    How the heck did I miss that line?


    *1 test later*


    Thanks!  Now it works perfectly.
  2. Hi Yanfly,


    I'm using a custom regenerate effect on a few of my states and getting double popups for the damage (but not double application). Commenting out the second startDamagePopup() (line 139) in the updateStateTickRegen function of the Tick Based Regen plugin fixes this. Battle engine core and buff + state core are updated to newest. 


    Have I just done something stupid / been blind again? :p
  3. Okay @yanfly, before you jump to "wrong forum go here" please just take a moment to hear me out and tell me if it is even possible, so I don't end up going to java script requests jingling a tin can in hopes for help that will most likely never come...

    First, have you ever played Legend of Dragoon? If you haven't there is a skill combo system called the Addition system that allows the player to set special skills for their characters that create combos in the action sequence. These combos perform a chain of attacks, and then require the player to input a button at the correct time in the sequence to perform each attack. If the player fails to input the correct button at the correct time (with an on screen animation to show when to press the button) the chain of attacks stops prematurely. 

    My question, would it be possible (or better yet probable) using your action sequence plugins and skill core plugins (and the plethora of other plugins of yours I have) to create this system in MV. If it does sound possible, would you be willing to consider adding something of such in into your voting cycle.

    Again, thank you for your time.

     
  4. I found an odd problem with the Gab Window plugin.  If you bring up the menu while a gab is taking place, it will reset the animation for the gab.  If you keep opening your menu it can essentially stay forever.  This is especially annoying when you have a sound play when the gab comes up, since it will replay the sound every time you bring down the menu as well.
  5. wifflefish said:
    Hi Yanfly,


    I'm using a custom regenerate effect on a few of my states and getting double popups for the damage (but not double application). Commenting out the second startDamagePopup() (line 139) in the updateStateTickRegen function of the Tick Based Regen plugin fixes this. Battle engine core and buff + state core are updated to newest. 


    Have I just done something stupid / been blind again? :p



    Are you clearing the results?

    Omegadragon8 said:
    Okay @yanfly, before you jump to "wrong forum go here" please just take a moment to hear me out and tell me if it is even possible, so I don't end up going to java script requests jingling a tin can in hopes for help that will most likely never come...

    First, have you ever played Legend of Dragoon? If you haven't there is a skill combo system called the Addition system that allows the player to set special skills for their characters that create combos in the action sequence. These combos perform a chain of attacks, and then require the player to input a button at the correct time in the sequence to perform each attack. If the player fails to input the correct button at the correct time (with an on screen animation to show when to press the button) the chain of attacks stops prematurely. 

    My question, would it be possible (or better yet probable) using your action sequence plugins and skill core plugins (and the plethora of other plugins of yours I have) to create this system in MV. If it does sound possible, would you be willing to consider adding something of such in into your voting cycle.

    Again, thank you for your time.

     



    If you mean like a chain action sequence, I'm unsure if I'll get around to making that. While I did make it in VX Ace, it's a bit too niche and not every game will benefit from it.

    TheGamedawg said:
    I found an odd problem with the Gab Window plugin.  If you bring up the menu while a gab is taking place, it will reset the animation for the gab.  If you keep opening your menu it can essentially stay forever.  This is especially annoying when you have a sound play when the gab comes up, since it will replay the sound every time you bring down the menu as well.



    This is an intended effect. Going into menus mid-gab will reset the gab it was in.
  6. Yanfly said:
    This is an intended effect. Going into menus mid-gab will reset the gab it was in.

    Really?  Because it feels like a bug.  Is there any way to stop that from happening by chance?
  7. TheGamedawg said:
    Really?  Because it feels like a bug.  Is there any way to stop that from happening by chance?



    It's no bug. If a player enters the menu, enters a battle, or is forced into another menu, it'll be through no fault of the player that the gab ends prematurely.
  8. Not a bug but I think I should report this, since this could pose some problem for some people :


    The tick based regen should be put under the buff and states plugin, as you explain in your video and in the help file.


    However, on the page of your site that shows how the plugins should be sorted out, the tick-based regen apears above the buff and states.


    (I think it's because it's shown as depending on the battle engine core primarily).
  9. I've been wondering this lately. Looking at, say, your Life Steal video... how do you get those SV_Actors to be enemies? Because that's really cool! Is it the Animated Enemies plugin or something else?


    Also, is it possible for JP to be like a quest reward? Like, say I complete a quest for my Mage ad she gets JP (as well as other loot) and gets ever closer to levelling up her Job?
  10. Little Adventurer said:
    I've been wondering this lately. Looking at, say, your Life Steal video... how do you get those SV_Actors to be enemies? Because that's really cool! Is it the Animated Enemies plugin or something else?


    Also, is it possible for JP to be like a quest reward? Like, say I complete a quest for my Mage ad she gets JP (as well as other loot) and gets ever closer to levelling up her Job?



    Yes to both of your questions. You have all the necessary notetags in the help files of those two plugins, you should read them and you'll see that it's not too hard to put in place.
  11. Sweet! :D
  12. Hello I am fairly new and after trying to find the solution myself I finally went to the forum in hope someone can give me some hints;


    The thing is I am not really sure if it is me who made a mistake / missed a settings but here is my problem :


    I have installed a bunch of your (fantastic) plugins Yanfly and everything looked to be going good (core engine, battle core engine, skill cooldown, battleAI core and other few) and after going through some issues (discovering that plugins already packed in the install files of RPG maker from you were not up to date for example), I eventually had the following issue :


    When I am testing / playing battle, absolutely all my ennemies now have the "immortal" ability i-e I need to kill all the pack in one turn otherwise they repop again and again with 1 HP. I have tried to understand why suddenly all the enemies / troops I have created got this feature but I could not find out, and I don't know why somehow the immortal status of every ennemies of my game has been set to "on". And I cannot find the option to annulate this. So all my battles are untestable right now... :(  


    I have seen in the Battle Core engine changelog that the immortal state was used in older version of the plugin (battle engine core if I remember?), I hope the very bad mixture of old and new version of your plugins in my project folder have not caused some weird interaction,


    Thank you very much for anybody who can answer me, and keep up the amazing work Yanfly!
  13. Yanfly said:
    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.



    https://www.dropbox.com/s/t9o3e5gxtirm31a/New%20folder.zip?dl=0


    I created a new file, only used the core, class change and enemy level plugins, and tried it again.  Every single time the enemy was the wrong level.  On the basic map, I created an event that upon touching, will create a battle.  Also included, is a NPC that will raise or lower the entire parties levels.  
  14. Saneterre said:
    Not a bug but I think I should report this, since this could pose some problem for some people :


    The tick based regen should be put under the buff and states plugin, as you explain in your video and in the help file.


    However, on the page of your site that shows how the plugins should be sorted out, the tick-based regen apears above the buff and states.


    (I think it's because it's shown as depending on the battle engine core primarily).



    An update was made after the video where it doesn't matter where the plugin was relative to the Buffs & States Core so that's fine.

    okugi said:
    https://www.dropbox.com/s/t9o3e5gxtirm31a/New%20folder.zip?dl=0


    I created a new file, only used the core, class change and enemy level plugins, and tried it again.  Every single time the enemy was the wrong level.  On the basic map, I created an event that upon touching, will create a battle.  Also included, is a NPC that will raise or lower the entire parties levels.  



    Thanks, I'll have this fixed by tonight.

    Thibault said:
    Hello I am fairly new and after trying to find the solution myself I finally went to the forum in hope someone can give me some hints;


    The thing is I am not really sure if it is me who made a mistake / missed a settings but here is my problem :


    I have installed a bunch of your (fantastic) plugins Yanfly and everything looked to be going good (core engine, battle core engine, skill cooldown, battleAI core and other few) and after going through some issues (discovering that plugins already packed in the install files of RPG maker from you were not up to date for example), I eventually had the following issue :


    When I am testing / playing battle, absolutely all my ennemies now have the "immortal" ability i-e I need to kill all the pack in one turn otherwise they repop again and again with 1 HP. I have tried to understand why suddenly all the enemies / troops I have created got this feature but I could not find out, and I don't know why somehow the immortal status of every ennemies of my game has been set to "on". And I cannot find the option to annulate this. So all my battles are untestable right now... :(  


    Thank you very much for anybody who can answer me, and keep up the amazing work Yanfly!



    Do you have all the plugins updated? http://yanfly.moe/yep/changelog/
  15. Yanfly said:
    Do you have all the plugins updated? http://yanfly.moe/yep/changelog/



    Soo I just checked, actually the battleAI core was the last plugin which was not up to date, so I updated it, then saved and closed then reopened the project, but the bug is still here unfortunately :(


    Here are all my plugins installed : Core Engine, Battle Engine Core, Skill core, Skillshop, X_SkillCooldowns, X_SkillTaunt, BattleAICore, X_VisualHpGauge, BattleStatusWindow, BuffsStatesCore.


    Because I installed them all together in one session of 2 hours, and did not notice the bug up to the point where I tried to kill an ennemy, I cannot really say which one is causing it :(


    I wonder if it is not something that happened when I replaced the old Battle Engine Core by its newer version. Like for example, the old version used the immortal status for something (?) and when I erased the old version for the new version which does not use it anymore somehow an old setting from the old version was saved in the process and is now making my ennemies bugging. Just trying to guess.... 


    EDIT: I have tried every combinations possible (deactivating plugins one by one then reactivating them) and the bug still remains.  Even with all plugins set on "OFF" the bug is still there lol.


    EDIT 2: I have created a new project, reinstalled all the plugins, and I could not reproduce the bug this time. I think my old project is corrupted for some reasons. I did not do too much on it so I will just work on the new one now, it is okay
  16. are you starting a new game with the test or using a saved? you need to start a new game when testing after updating or adding a new plug in


    another thing is your battle engine core 1.32c cuase if not its not the lastest update
  17. wifflefish said:
    Hi Yanfly,


    I'm using a custom regenerate effect on a few of my states and getting double popups for the damage (but not double application). Commenting out the second startDamagePopup() (line 139) in the updateStateTickRegen function of the Tick Based Regen plugin fixes this. Battle engine core and buff + state core are updated to newest. 


    Have I just done something stupid / been blind again? :p


    Yanfly said:
    Are you clearing the results?



    I'm using the Toxic state code you created as a test and it's giving double popups (with the tick regen uneditied).


    Showing the popup and clearing the result manually in the regen code does give a single popup. Will I have to add this to every custom regen state I have now?


    Thanks for the help!
  18. So this has probably been asked lots of times before, but I don't seem to find an answer. I installed the Animated SV Enemies plugin and works perfectly, except for when I put the <Sideview Battler: filename> notetag in the enemies, for some reason they're just flipped instead of showing the file specified in the notetag. I'm aware it's case sensitive and all the plugins I'm using are up to date, so can anyone please tell what's the (probably ridiculously dumb) problem I don't seem to find?


    Here is a pic to show the problem. 


    Untitled.png


    And a pic of the notebox in case I wrote something wrong.


    Untitled1.png
  19. Hirako said:
    So this has probably been asked lots of times before, but I don't seem to find an answer. I installed the Animated SV Enemies plugin and works perfectly, except for when I put the <Sideview Battler: filename> notetag in the enemies, for some reason they're just flipped instead of showing the file specified in the notetag. I'm aware it's case sensitive and all the plugins I'm using are up to date, so can anyone please tell what's the (probably ridiculously dumb) problem I don't seem to find?


    Here is a pic to show the problem. 


    View attachment 32742


    And a pic of the notebox in case I wrote something wrong.


    View attachment 32743


    Animated SV Enemies flips battler images automatically.
  20. StarWarrior00 said:
    Animated SV Enemies flips battler images automatically.

    Yeah, I understand that. What I don't get is why it isn't showing the image I specified in the notebox