you might have to put in the motion note tags........
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
-
-
you might have to put in the motion note tags........
Tried, didn't work. -
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
True, I did play the one for VX (I caught the tail end of VX before MV came out), I feel with the action sequence control you have provided it would be far improved with allowing the player what would basically be quick time events with their skills.
But what I mostly got out of that was...

-
Animated SV Enemies flips battler images automatically.
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
Do you atually have a file called Actor1_3 in the sv_actors folder of your game ? You didn't put that file in the sv_enemies folder, right ? -
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
Yes I did all of that, I already noticed that activating / deactivating plugins does not work instantly, you must reload the project. I am on 1.32c as well.
It is not big deal in the end because the other project folder I have created with plugins activated seems to work fine and the other project was just a test project, I just hope the bug will not happened again on a more advanced version of my project. -
Hi Yanfly, your plugins are AMAZING!
I would like to know if the Custom Row Condition tag for states are only updated on the turn end/start?
Also a question about your TargetCore plugin. Its stated in the changelog its a beta so there is maybe more to come, I would like to know if you are working on a tag like:
<Target: One Front Row Enemy>
You may only select one alive target in the front row, if there none you may select an enemy in the next row.
Kind of like <Target: Front Enemy Row> except its not the whole row, just one target. -
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
Make sure the plugins are up to date. If the problem persists, turn off all non-Yanfly plugins to see if there's a conflicting plugin. If you are going to playtest in battle test, save your project each time before doing a battle test.
Hi Yanfly, your plugins are AMAZING!
I would like to know if the Custom Row Condition tag for states are only updated on the turn end/start?
Also a question about your TargetCore plugin. Its stated in the changelog its a beta so there is maybe more to come, I would like to know if you are working on a tag like:
<Target: One Front Row Enemy>
You may only select one alive target in the front row, if there none you may select an enemy in the next row.
Kind of like <Target: Front Enemy Row> except its not the whole row, just one target.
Row updates show happen immediately. -
Hello Yanfly, as always your plugin is always awesome. I have been a fan since you have made scripts for RPG Maker VX.
I don't know if this is a bug or not but I wanted to ask about Weapon Unleash Plugin,
I create a skill that targeting all enemies as my unleashed skill when I'm attacking but when the skill is unleashed, I still only attack one target and not all of the enemies.
Is this a bug or not?
Thanks,
darkcaesar -
Hello Yanfly, as always your plugin is always awesome. I have been a fan since you have made scripts for RPG Maker VX.
I don't know if this is a bug or not but I wanted to ask about Weapon Unleash Plugin,
I create a skill that targeting all enemies as my unleashed skill when I'm attacking but when the skill is unleashed, I still only attack one target and not all of the enemies.
Is this a bug or not?
Thanks,
darkcaesar
It works perfectly with me. Can you post a screenshot of your skill ? (the one that's unleashed) or/and of your weapon ? -
Do you atually have a file called Actor1_3 in the sv_actors folder of your game ? You didn't put that file in the sv_enemies folder, right ?
Yeah, I have a file named Actor1_3 in the sv_actors folder.
Make sure the plugins are up to date. If the problem persists, turn off all non-Yanfly plugins to see if there's a conflicting plugin. If you are going to playtest in battle test, save your project each time before doing a battle test.
As I stated in my original post, all plugins up to date. The problem seemed to be a conflict with the More State Overlay plugin. Solved it by placing More State Overlay above Animated SV Enemies and everything is working perfectly again.
Thanks everyone for the help, and especially you Yanfly, for actually solving the problem and all your great plugins. -
I'm having a problem with my game in the works...
Not only does the main map run at 1 fps for some reason (though in the options menu everything's just fine), but I can't enter battle because of a bug and I can't seem to know where it comes from. Here's what the console says.
TypeError: undefined is not a function
at Game_Party.eval (eval at <anonymous> (file:///C:/Users/Max/Documents/RPGMV/WTF/js/plugins/YEP_X_PartyLimitGauge.js:1138:22), <anonymous>:1:30)
at Game_Party.Game_Unit.processPartyLimitGaugeEval (file:///C:/Users/Max/Documents/RPGMV/WTF/js/plugins/YEP_X_PartyLimitGauge.js:1138:17)
at Game_Party.Game_Unit.onBattleStart (file:///C:/Users/Max/Documents/RPGMV/WTF/js/plugins/YEP_X_PartyLimitGauge.js:1013:10)
at Game_Party.Game_Unit.onBattleStart (file:///C:/Users/Max/Documents/RPGMV/WTF/js/plugins/YEP_PartySystem.js:1346:42)
at Function.BattleManager.startBattle (file:///C:/Users/Max/Documents/RPGMV/WTF/js/rpg_managers.js:1992:16)
at Function.BattleManager.startBattle (file:///C:/Users/Max/Documents/RPGMV/WTF/js/plugins/YEP_X_BattleSysATB.js:805:42)
at Function.BattleManager.startBattle (file:///C:/Users/Max/Documents/RPGMV/WTF/js/plugins/YEP_PartySystem.js:1317:46)
at Scene_Battle.start (file:///C:/Users/Max/Documents/RPGMV/WTF/js/rpg_scenes.js:2032:19)
at Function.SceneManager.updateScene (file:///C:/Users/Max/Documents/RPGMV/WTF/js/rpg_managers.js:1668:25)
at Function.SceneManager.updateMain (file:///C:/Users/Max/Documents/RPGMV/WTF/js/rpg_managers.js:1641:10)
Please help. -
@Yanfly
When I use the skill STEAL .... the character steals only objects owned by the enemy in the "Drop Item" ... not those of the "Enemy Notebox" .... what I do wrong ???
Example: if I make sure that the enemy possesses a potion in the Drop Item", and a X Potion in Enemy Notebox, the character steals only the potion ... but it completely ignores the X Potion -
@Yanfly
When I use the skill STEAL .... the character steals only objects owned by the enemy in the "Drop Item" ... not those of the "Enemy Notebox" .... what I do wrong ???
Example: if I make sure that the enemy possesses a potion in the Drop Item", and a X Potion in Enemy Notebox, the character steals only the potion ... but it completely ignores the X Potion
I think you should give a screenshot of the enemies notebox, or at least copy paste exactly what you've wrote inside. -
um though compatible...... yours and yami's plugins have to many stacks when used at the same time (if you use aura state, infective state and invert target from yami and all of yanfly's plug ins.... though mostly row formation and buffs and states core......)
but the problem i am having and i have looked at the note tags so i assume its user error cuase i get differant results every time........ but um my bat enemies dont seem to be placed into row formation even if given a defualt row..... -
I'm having a problem with my game in the works...
Not only does the main map run at 1 fps for some reason (though in the options menu everything's just fine), but I can't enter battle because of a bug and I can't seem to know where it comes from. Here's what the console says.
Please help.
The plugin doesn't affect the main map. The error comes your formula that you're using.
@Yanfly
When I use the skill STEAL .... the character steals only objects owned by the enemy in the "Drop Item" ... not those of the "Enemy Notebox" .... what I do wrong ???
Example: if I make sure that the enemy possesses a potion in the Drop Item", and a X Potion in Enemy Notebox, the character steals only the potion ... but it completely ignores the X Potion
Make a Snatch skill and see if the items you placed inside the enemy notebox are showing up. If they aren't, then the problem is with not inputting them correctly. -
So I was like 99% sure I had posted this already, but I guess not. I'm having a conflict with the StealSnatch and CTB plugins. When I go to steal, the "you stole this item!" message shows up behind the icons for turn order, so you can't read it. I'm thinking moving down the icons like you do when you're selecting a skill would probably work?
-
I'm getting a bug when entering battle, and I can't tell which plugin the problem is coming from:
SpoilerTypeError: Cannot read property 'customTargetEval' of null
at Game_Action.isForEval (YEP_TargetCore.js:569)
at Game_Action.isForCustom (YEP_TargetCore.js:564)
at Game_Action.makeTargets (YEP_TargetCore.js:651)
at Game_Action.makeTargets (YEP_Taunt.js:444)
at Function.BattleManager.startAction (YEP_BattleEngineCore.js:1860)
at Function.BattleManager.startAction (YEP_BuffsStatesCore.js:804)
at Function.BattleManager.startAction (YEP_InstantCast.js:316)
at Function.BattleManager.startAction (YEP_WeaponUnleash.js:465)
at Function.BattleManager.startAction (FollowUpSkills.js:134)
at Function.BattleManager.processForcedAction (rpg_managers.js:2230)rpg_managers.js:1618 SceneManager.catchExceptionrpg_managers.js:1579 SceneManager.update
I've gone through and updated all of the plugins on the log, but I still get this. -
Anybody know if there is a way to change max items/weapons/armors in the ItemCore midgame?
-
I'm getting a bug when entering battle, and I can't tell which plugin the problem is coming from:
SpoilerTypeError: Cannot read property 'customTargetEval' of null
at Game_Action.isForEval (YEP_TargetCore.js:569)
at Game_Action.isForCustom (YEP_TargetCore.js:564)
at Game_Action.makeTargets (YEP_TargetCore.js:651)
at Game_Action.makeTargets (YEP_Taunt.js:444)
at Function.BattleManager.startAction (YEP_BattleEngineCore.js:1860)
at Function.BattleManager.startAction (YEP_BuffsStatesCore.js:804)
at Function.BattleManager.startAction (YEP_InstantCast.js:316)
at Function.BattleManager.startAction (YEP_WeaponUnleash.js:465)
at Function.BattleManager.startAction (FollowUpSkills.js:134)
at Function.BattleManager.processForcedAction (rpg_managers.js:2230)rpg_managers.js:1618 SceneManager.catchExceptionrpg_managers.js:1579 SceneManager.update
I've gone through and updated all of the plugins on the log, but I still get this.
Are your plugins in the right order as specified on the site itself? -
I don't think I'm doing this correctly
<Custom Row Condition>
if ($gameParty.rowAliveSize(1) == 0) {
condition = true;
} else {
condition = false;
}
</Custom Row Condition>
Gives me a "RangeError: Maximum call stack size exceeded" Error
EDIT!
I managed to get around the error with
<Custom Row Condition>
if($gameVariables.value(1) == 1)
{
if ($gameParty.rowAliveSize(1) == 0)
{
condition = true;
}
else
{
condition = false;
}
}
else{
condition = false;
}
</Custom Row Condition>
Then change the in game Variable 1 to 1 once I loaded into a New Game.