[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 135 of 309 View original ↗
  1. white90 said:
    Sorry, i re-write the question :


    I means THIS plugin http://yanfly.moe/2015/10/19/yep-17-region-events/


    nevermind spawn monster,


    i set one specific common event in one specific region, its work but if the player is keep moving in this region the common event wont trigger


    it trigger only when the player stopping



    Make sure you have the most updated version of the plugin.

    BladeofRagnarok said:
    I have a problem with the BattleEngineCore plugin.  I'm not sure if theres a conflicting plugin so I'll get a screenshot of the plugins I'm using.


    Whenever I clear a battle, and I mean ANY battle (even in battle tests) the victory animation will play... But the battle will never end. I'm pretty much stuck there until I close out that game. Turning off the BattleEngineCore seems to fix it, but that doesn't quite solve the issue for me e_e


    View attachment 33213



    Your plugins are out of date. http://yanfly.moe/yep/changelog/


    Place them in this order: http://yanfly.moe/yep/
  2. bgillisp said:
    Check your skill. Is it adding a death state when applied? Otherwise as far as I can tell, skill core does nothing that would effect how this skill works. Maybe a conflict with another plug-in?


    Yanfly said:
    I didn't see it. What was it?



    Guys, i'm a totally IDIOT... -.- I've made a lot of other tries... with other project and a lot of fricks... and i found the problem... I converted the project from vx ace to MV... and in VX there is a status that is "stunned"... in MV become KNOCKOUT... WTF!!! I thought that that status was the conversion of "stunned" but when i tried to disable all scripts and I saw the problem remain.... well... -.-'  The status was 50% and i saw that when i've tried and found the problem, i've matched the 50% of death in one shot... but with the other tries enemy was oneshotted with or one, or two, or three shot, depended of 50%... -.-


    So... with the FANTASTIC italian translation of terms in MV (and my idiocy), Knockout remains in english and all the others are italian... and I have not thought it was DEATH knockout but stunned.


    I'm very sorry for the time I've stolen you.
  3. Sorry to hear that the work is soo so much //rmwforums.s3.amazonaws.com/emoticons/default_sad.gif maybe you go on a vacation very soon! Get well very soon  :D
  4. DarkSearinox92 said:
    Guys, i'm a totally IDIOT... -.- I've made a lot of other tries... with other project and a lot of fricks... and i found the problem... I converted the project from vx ace to MV... and in VX there is a status that is "stunned"... in MV become KNOCKOUT... WTF!!! I thought that that status was the conversion of "stunned" but when i tried to disable all scripts and I saw the problem remain.... well... -.-'  The status was 50% and i saw that when i've tried and found the problem, i've matched the 50% of death in one shot... but with the other tries enemy was oneshotted with or one, or two, or three shot, depended of 50%... -.-


    So... with the FANTASTIC italian translation of terms in MV (and my idiocy), Knockout remains in english and all the others are italian... and I have not thought it was DEATH knockout but stunned.


    I'm very sorry for the time I've stolen you.



    It's actually very common for the "death" status to be represented instead as "knocked out" (since KO'd characters can usually be easily revived, and death is usually a plot-related thing). And while it may not be so obvious to a native Italian speaker, "knocked out" has very, very different connotations in English than "stunned". To be knocked out means to lose consciousness.


    Now, the fact that it was not translated into Italian is almost certainly a mistake if true.
  5. yanfly...... how will making a ring that increases the action times by 2-3 per turn effect CTB? 
  6. Hi Yanfly.

    I was wondering how to change these colors from the Statistics Window.

    Colors.png
  7. Actually, this is not a bug... I'm not sure if I should write here x_x
    I'm using YEP.32 - Class Change Core (GREAT PLUGIN!)
    1) thanks for creating it <3
    2) How can I set a specific battler and face (and, if possible, a specific name) per class?
    I mean, like a digimon world 3 digievolution system:
    More actors can get to a class in different ways, but the graphics would be the same for every actor using that class.


    is there a way to set this in class notetags?
  8. Crimson Dragon Inc. said:
    yanfly...... how will making a ring that increases the action times by 2-3 per turn effect CTB? 


    ATB and CTB plugins are limited to 1 action per turn even with the bonus action trait.

    HintonR said:
    Hi Yanfly.

    I was wondering how to change these colors from the Statistics Window.

    View attachment 33249



    You'll have to edit the plugin for that.

    Castagna said:
    Actually, this is not a bug... I'm not sure if I should write here x_x
    I'm using YEP.32 - Class Change Core (GREAT PLUGIN!)
    1) thanks for creating it <3
    2) How can I set a specific battler and face (and, if possible, a specific name) per class?
    I mean, like a digimon world 3 digievolution system:
    More actors can get to a class in different ways, but the graphics would be the same for every actor using that class.


    is there a way to set this in class notetags?



    The notetag information for changing graphics is inside of the plugin help file.
  9. Yeah, I think there's something wrong with steal and snatch. When I open up to do my usual battle testing, a message suddenly appeared saying that I have a "Type Error." I don't what I did wrong, but I felt like I did it right. Maybe there's something weird about this problem. You mind checking it out when you get the chance?
  10. Yanfly said:
    The notetag information for changing graphics is inside of the plugin help file.

    Isn't it only for actor's notetag? 


    I would like to have a class notetag that says "having this class means having this battler, this face and this name"... How could I do?
  11. MorganLing said:
    Yeah, I think there's something wrong with steal and snatch. When I open up to do my usual battle testing, a message suddenly appeared saying that I have a "Type Error." I don't what I did wrong, but I felt like I did it right. Maybe there's something weird about this problem. You mind checking it out when you get the chance?



    ***Basic Troubleshooting


    1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/


    2. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?


    3. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager? 


    You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video: http://yanfly.moe/yep/changelog/


    Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.


    4. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.


    5. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.

    Castagna said:
    Isn't it only for actor's notetag? 


    I would like to have a class notetag that says "having this class means having this battler, this face and this name"... How could I do?



    Yes, they're only for actors. There's no class notetags for that. Visit here to make a request it: http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/
  12. Tips & Tricks - Victory Cry (Persona)












    Victory Cry is a passive effect that causes users with the passive to recover HP and MP after successful battles! It's a sought skill from the Persona series in the form of Cool Breeze and Victory Cry! This video will show you how to recreate that effect in RPG Maker MV!


    You can grab the copy and paste code here:
    Yanfly.moe: http://yanfly.moe/2016/03/09/tips-tricks-victory-cry-persona/
  13. I already updated all of the scripts to the latest update. And plus, I try to find a way to fix it.
  14. uh.... i think i might of found something.... dont know if intentional but here goes...


    when you have weapon unleash and limited skill uses and you change the attack skill to an attack with say 5 uses..... you can only use that skill 5 times and then boom no regular attack......... i fixed it by making a duplicate skill with the unlimited uses note tag but yea....
  15. Hey Yanfly!, First of all, im a huge fan of your creations, since RMVX when i first used them, to this days where im using your amazing plugins for MV. I wanted to ask you something that i want to know. Is there any way to "Transform" a weapon and its effects in the middle of a battle?, im planning on making a game with this mechanic where a simple device can transform in many weapons to use in battle. Something like it can be a sword to do melee attacks, but then can transform into a pistol or a bow and attack from a distance. Think something like the game Vanquish, where one gun can transform into a shotgun or even a rocket launcher. I was thinking on create different versions of this device and change them in battle with a skill or common event or something, but i dont know if thats even possible aswell. Can you please help me with this?, can i get this effect by combining 2 or more of your plugins?.


    EXAMPLE: Vanquish Weapon Change System


    Of course i dont ask for anything fancy as seen in the video, just with being able to change from a melee weapon to a ranged weapon or viceversa its enough.


    Thanks in advance for your time and attention, keep the great work, i love your videos [IMG]//rmwforums.s3.amazonaws.com/emoticons/default_smile.gif[/IMG]
  16. Crimson Dragon Inc. said:
    uh.... i think i might of found something.... dont know if intentional but here goes...


    when you have weapon unleash and limited skill uses and you change the attack skill to an attack with say 5 uses..... you can only use that skill 5 times and then boom no regular attack......... i fixed it by making a duplicate skill with the unlimited uses note tag but yea....



    If replaced attacks have a cost, then it's a mandatory requirement for the user to be able to fulfill that cost. This happens the same way even if you made the regular Attack skill have a cost.

    NeroLancer said:
    Hey Yanfly!, First of all, im a huge fan of your creations, since RMVX when i first used them, to this days where im using your amazing plugins for MV. I wanted to ask you something that i want to know. Is there any way to "Transform" a weapon and its effects in the middle of a battle?, im planning on making a game with this mechanic where a simple device can transform in many weapons to use in battle. Something like it can be a sword to do melee attacks, but then can transform into a pistol or a bow and attack from a distance. Think something like the game Vanquish, where one gun can transform into a shotgun or even a rocket launcher. I was thinking on create different versions of this device and change them in battle with a skill or common event or something, but i dont know if thats even possible aswell. Can you please help me with this?, can i get this effect by combining 2 or more of your plugins?.


    EXAMPLE: Vanquish Weapon Change System


    Of course i dont ask for anything fancy as seen in the video, just with being able to change from a melee weapon to a ranged weapon or viceversa its enough.


    Thanks in advance for your time and attention, keep the great work, i love your videos //rmwforums.s3.amazonaws.com/emoticons/default_smile.gif



    You'll want to use a combination of these plugins:


    http://yanfly.moe/2015/12/26/yep-51-weapon-unleash/


    http://yanfly.moe/2016/01/28/yep-63-weapon-animation/
  17. Regarding the ATB system, is there a way to make the enemy automatically attack if the character fails to act/command within a certain time limit in his turn? In other words, the enemy's atb does not stop despite the character's turn and the enemy may attack if the character fails to act within the time. It's akin to be more like a real time system. Thanks in advance!
  18. um according to http://yanfly.moe/yep/changelog/  you updated eventchasestealth yet the new version isnt avalible for download on the site D:


    EDIT:


    nvm it seems you just didnt label the update in the file itself properly it will display as 1.00 but it is the updated version.....1.01
  19. I am not able to open the items menu from my common event, what's wrong with this command?


    SceneManager.push(Scene_Item);
  20. How would I go about editing the time it takes for an actor to do their flinch motion in your Battle Engine Core plugin?