[YEP] Yanfly Engine Plugins

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  1. Event Chase Player >> Event Chase Stealth


    Features and How to Use










    Grants your player the ability to go Stealth Mode for either a limited set amount of time or an unlimited amount of time. While in Stealth Mode, the player will not alert any events set by the Event Chase Player plugin. This plugin also includes region areas that are considered stealth regions.


    Plugin and Instructions: http://yanfly.moe/2016/03/05/yep-79-event-chase-stealth/ 
  2. Yanfly said:
    Ah, that was a blunder I made last night while doing the mass update. Redownload StealSnatch and it should be fun.



    Yup, that fixed it!
  3. Hooray for stealh mode! I probably won't use it in my current project, but after I'm done with it, I would love to make a stealth game! Thanks for providing such unique tools for game makers to use!
  4. Problem solved! I download the Yep_StealSnatch.js plugin and everything is fine! 


    Thanks for everything Yanfly your the best!! And take care of yourself too //rmwforums.s3.amazonaws.com/emoticons/default_wink.gif
  5. RPG Maker VX Ace considers those in the reserve to be not a part of the main party.


    RPG Maker MV considers those in the reserve to be a party of the main party.


    Is it possible to change this behavior? Is it going to be in a future update of the plugin as a feature? Or is there another way to make it treat reserve characters as not actually being part of the main party? Thanks again you make many awesome plugins!
  6. section31 said:
    Is it possible to change this behavior? Is it going to be in a future update of the plugin as a feature? Or is there another way to make it treat reserve characters as not actually being part of the main party? Thanks again you make many awesome plugins!



    I found a way around it but kinda goofy, wondering how I might shoehorn it into the Plugin haha

     




    Screenshot_4.png
  7. Hmmm... I haven't actually downloaded the plugin yet, so for all I know this is wrong, but... I'm wondering if it's possible to use "nighttime" as a stealth region/cover? Like if you had some sort of day-night clock in your game, could you potentially use that to make stealth sections slightly easier? Or would that make things harder, since sounds like picking a lock are amplified in the silence of night?


    Also, in that video, how'd you do that little distraction event with the guard and the phone? I think, even if I wasn't going to give my Bard character "Thief-y" abilities, that could be really cool since my Bards are very good at manipulation and distraction. Like, Alto (my Bard) just kinda sidles up to a guard and just starts chitchatting with them, so that his buddies can sneak by.
  8. Plugin Name:  Message Core


    Error Message: None.


    When I'm using a name window, it just says n<*what you wanted in the name box*>, a name window doesn't show up.


    How to Replicate Bug: Exactly like how you would do a normal name box, but when I tried in a new game, it worked. All plugins are up to date, and my other plugins have nothing to do with this. I have RPG Maker MV's latest version, in both tries. In my fresh project, I only including YEP_CoreEngine YEP_MessageCore and the message core extensions. In the big game, I have all Yanfly Plugins, and Yoji Ojma's plugins.


    I have updated all the plug-ins and the bug still persists.
  9. I also have a question about Skill Cost Items?


    Hypothetical scenario: You're in a really tough battle, your party is low on health, your healer is down (and they're the only one who can revive people), and you check your items to use a potion... and discover you have none left. "Oh no!" you think, "What am I to do now?!" And then you remember, "Wait! My SCI plugin from Yanfly! Maybe I can use that in a desperate situation?!" You do so and what I was wondering was, is it possible to craft actual items from this? Sort of like Item Synthesis but for fights?
  10. Little Adventurer said:
    I also have a question about Skill Cost Items?


    Hypothetical scenario: You're in a really tough battle, your party is low on health, your healer is down (and they're the only one who can revive people), and you check your items to use a potion... and discover you have none left. "Oh no!" you think, "What am I to do now?!" And then you remember, "Wait! My SCI plugin from Yanfly! Maybe I can use that in a desperate situation?!" You do so and what I was wondering was, is it possible to craft actual items from this? Sort of like Item Synthesis but for fights?

    Well, one thing you could do is have the skill activate a common event, and then in the common event, use a plugin command to open the Crafting Menu. The only bad thing is that you could create as many items as you can in a single skill.


    You could also have the skill cost the items used for crafting it, then it would have the exact effects as the Potion.
  11. Yeah, that second thing could work too!
  12. Little Adventurer said:
    Hmmm... I haven't actually downloaded the plugin yet, so for all I know this is wrong, but... I'm wondering if it's possible to use "nighttime" as a stealth region/cover? Like if you had some sort of day-night clock in your game, could you potentially use that to make stealth sections slightly easier? Or would that make things harder, since sounds like picking a lock are amplified in the silence of night?


    Also, in that video, how'd you do that little distraction event with the guard and the phone? I think, even if I wasn't going to give my Bard character "Thief-y" abilities, that could be really cool since my Bards are very good at manipulation and distraction. Like, Alto (my Bard) just kinda sidles up to a guard and just starts chitchatting with them, so that his buddies can sneak by.



    It's all done by events and up to your eventing ability.

    guyhi said:
    Plugin Name:  Message Core


    Error Message: None.


    When I'm using a name window, it just says n<*what you wanted in the name box*>, a name window doesn't show up.


    How to Replicate Bug: Exactly like how you would do a normal name box, but when I tried in a new game, it worked. All plugins are up to date, and my other plugins have nothing to do with this. I have RPG Maker MV's latest version, in both tries. In my fresh project, I only including YEP_CoreEngine YEP_MessageCore and the message core extensions. In the big game, I have all Yanfly Plugins, and Yoji Ojma's plugins.


    I have updated all the plug-ins and the bug still persists.



    ***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!

    Little Adventurer said:
    I also have a question about Skill Cost Items?


    Hypothetical scenario: You're in a really tough battle, your party is low on health, your healer is down (and they're the only one who can revive people), and you check your items to use a potion... and discover you have none left. "Oh no!" you think, "What am I to do now?!" And then you remember, "Wait! My SCI plugin from Yanfly! Maybe I can use that in a desperate situation?!" You do so and what I was wondering was, is it possible to craft actual items from this? Sort of like Item Synthesis but for fights?



    This is also up to your ability to event.
  13. I swear... you can do EVERYTHING with Events, can't you?! Now if only I knew Javascript...
  14.  I don't really have a bug, I just need help. No matter how much I research and how much I try to do this, I don't get it.


    For your Party System plugin.... I plan on having 8 battlers on screen in sideview mode. I thought it would automatically line up


    in rows like four in the front and four in the back but it just kept stacking. So my seventh and eighth battler is off screen on the


    bottom right corner. I used SVActorPosition to make my front characters go in the back hoping the rest of the four characters


    at the bottom would just zap up but that didn't work. I tried searching how to add plugin commands but I had no clue how to


    add the command to like every random battle encounter. I even "attempted" to use your Battle Engine to change the X & Y


    homing positions but I had NO clue what the index and the number after the asterisk (*) did. If you could respond to me and tell


    me what to do, I'd be so grateful ;-;. To be honest anyone can reply I just need help.


    Here is an Image of how it looks in combat http://imgur.com/c2ol9ln


    How I want it to be:


                       ()         ()                                        ()    ()    ()   ()


                       ()         ()                          OR         


                       ()         ()                                         ()   ()   ()   ()


                       ()         () <------ actors
  15. utilize row formation and force half the party in second row
  16. The bug was caused by Message Marcos I guess. When I removed Message Marcos from my plugin list, the error stopped.
  17. I was playing with tick-based regeneration and found out it works fine for positive value, but deals damage after every battler's turn on negative value.
  18. Hi @Yanfly

    Just a quick question about ClassChangeCore (Level Requirements)
     


    <Level Unlock Requirements>


    Class x: Level y


    Class x: Level y


    </Level Unlock Requirements>


    This script in the the help section specificies that both classes will be required at a certain level.

    If I place two different ones, for example:


    <Level Unlock Requirements>


    Class 1: Level y


    </Level Unlock Requirements>


    <Level Unlock Requirements>


    Class 2: Level y


    </Level Unlock Requirements>


    Will this allow for an 'or' requirement?

    And on a side note, sorry if this sounds like a request. Is there a way to restrict classes from certain actors?


    If I understand the Plugin Command correctly, Remove 5 7 (example) it will restrict the actor like I would like. 
    However, does this ever reset? Or once I've executed the command, it will be a permanent effect until I 'Unlock' per say. 


    I'm trying to gender lock certain classes as my goal. 

    Thank you. 
  19. ExtremeSpree said:
     I don't really have a bug, I just need help. No matter how much I research and how much I try to do this, I don't get it.


    For your Party System plugin.... I plan on having 8 battlers on screen in sideview mode. I thought it would automatically line up


    in rows like four in the front and four in the back but it just kept stacking. So my seventh and eighth battler is off screen on the


    bottom right corner. I used SVActorPosition to make my front characters go in the back hoping the rest of the four characters


    at the bottom would just zap up but that didn't work. I tried searching how to add plugin commands but I had no clue how to


    add the command to like every random battle encounter. I even "attempted" to use your Battle Engine to change the X & Y


    homing positions but I had NO clue what the index and the number after the asterisk (*) did. If you could respond to me and tell


    me what to do, I'd be so grateful ;-;. To be honest anyone can reply I just need help.


    Here is an Image of how it looks in combat http://imgur.com/c2ol9ln


    How I want it to be:


                       ()         ()                                        ()    ()    ()   ()


                       ()         ()                          OR         


                       ()         ()                                         ()   ()   ()   ()


                       ()         () <------ actors



    Utilize the X and Y screen position formulas section in Battle Engine Core for that.

    guyhi said:
    The bug was caused by Message Marcos I guess. When I removed Message Marcos from my plugin list, the error stopped.



    Message Macros shouldn't cause it either. Update that as well.

    girlsaurus said:
    I was playing with tick-based regeneration and found out it works fine for positive value, but deals damage after every battler's turn on negative value.



    ***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!

    HintonR said:
    Hi @Yanfly

    Just a quick question about ClassChangeCore (Level Requirements)
     


    <Level Unlock Requirements>


    Class x: Level y


    Class x: Level y


    </Level Unlock Requirements>


    This script in the the help section specificies that both classes will be required at a certain level.

    If I place two different ones, for example:


    <Level Unlock Requirements>


    Class 1: Level y


    </Level Unlock Requirements>


    <Level Unlock Requirements>


    Class 2: Level y


    </Level Unlock Requirements>


    Will this allow for an 'or' requirement?

    And on a side note, sorry if this sounds like a request. Is there a way to restrict classes from certain actors?


    If I understand the Plugin Command correctly, Remove 5 7 (example) it will restrict the actor like I would like. 
    However, does this ever reset? Or once I've executed the command, it will be a permanent effect until I 'Unlock' per say. 


    I'm trying to gender lock certain classes as my goal. 

    Thank you. 



    There's no OR requirement notetag. If you wish to do that, you'll have to utilize the Lunatic Mode notetags.
  20. Keyboard Config v1.01


    Features and How to Use












    This plugin allows players to change their keyboard configuration from the in-game Options menu provided that they're using a computer to play the game and not from a mobile device. The "Keyboard Config" option will send the player to a different screen where they can assign actions to each of the allowed keys on the keyboard.


    This version is now compatible with Button Common Events.


    Plugin and Instructions: http://yanfly.moe/2016/03/06/yep-80-keyboard-config/