Hello! i ran into a unique issue, i'm trying to use some custom graphics, (Ækashics Librarium) and the static images with your side view animated battlers, the current issue is the attack animations are hitting above the heads of the enemies. I was discusing here on the forum under a different post. I was hoping i could get some additioanl help on the subject if you have time. I was looking for a way to off set each targets "center" so the animations hit where i wanted. I was just trying to avoid having to alter each image and i figured this might help in the long run to have a fix for the issue.
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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I'm assuming you meant to say "can select things like a single enemy". If so, this is not that it's selecting a single enemy, but rather, the battle engine making this a confirmation step. If you don't wish to use this, turn this parameter off:
* @param Select Help Window
* @desc When selecting actors and enemies, show the help window?
* NO - false YES - true
* @default true
"Right/Left" controls are not inverted. They are simply selected from the furthest right as indicated by this parameter:
* @param Enemy Auto Select
* @desc Changes what enemy is automatically selected at first.
* LEFT - 0 RIGHT - this.furthestRight()
* @default this.furthestRight()
For selecting Enemies, I not mean that. I want the window confirmation, but in the window confirmation it's strange to move from actor to actor even it's a "all" scope.
And for Right/Left control when I push the right the control goes Left and when I push the Left the control goes Right. -
For selecting Enemies, I not mean that. I want the window confirmation, but in the window confirmation it's strange to move from actor to actor even it's a "all" scope.
And for Right/Left control when I push the right the control goes Left and when I push the Left the control goes Right.
I'll second this. In your ACE script you had it show everyone highlighted in the confirm step, but here in MV you have it still move from actor to actor? Is there a logical reason for the difference? Why not show it with everyone highlighted like you did in ACE? -
For selecting Enemies, I not mean that. I want the window confirmation, but in the window confirmation it's strange to move from actor to actor even it's a "all" scope.
And for Right/Left control when I push the right the control goes Left and when I push the Left the control goes Right.
I'll second this. In your ACE script you had it show everyone highlighted in the confirm step, but here in MV you have it still move from actor to actor? Is there a logical reason for the difference? Why not show it with everyone highlighted like you did in ACE?


All enemies are highlighted and allies are highlighted. My controls are also moving just fine from pressing left to going left and pressing right to going right. The controls are not reversed for me. Follow these basic trouble shooting steps:
***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 rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.
3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?
4. 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.
5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.
6. 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.
The ability to move left/right/up/down is for the games with parties larger than 4 but cannot show more than those 4 at once. Particularly, this is noticeable when not using the Battle Status Window and you have a party size of say, 6. The player best have the option of scrolling through the actors to see each HP value, despite it being an all cast. Otherwise, the purpose of the confirmation window is lost.
Hello,
I'm new to RPGM MV and I was playing around with your plugins today. While using YEP_X_BattleSysATB I noticed a slight stutter with the ATB gauges. First, I searched the source page and saw the comment from Patryk on December 28, 2015 and your reply that said it was a potential lag because of the redrawing. However, I noticed that the "lag" in the ATB gauge occurs whenever the "endTurn" function is called.
For instance, if I go to my plugins properties within my project and set the "Full Turn" to something really low like 2, you'll see the stutter occur very often.
I looked at the code around endTurn and saw these lines (lines 986-994 of YEP_X_Battle_SysATB)
BattleManager.updateATBTicks = function() {
this._atbTicks += 1 * this.tickRate();
if (this._atbTicks < this._atbFullTurn) return;
$gameTroop.increaseTurn();
this._atbTicks = 0;
if (this.isTurnBased()) {
this.endTurn();
} else {
// this.endTurn(); <- I commented this out.
}
};
When this is commented the lag is 100% gone. My question is, what's the purpose of this if-else statement? It seems to just do endTurn in either case. Is it supposed to act that way? Does the ATB system even need a "turn end"? - Sorry, like I said, I am 100% new to MV and your scripts and not certain what controls what.
Thanks for all your hard work!
Ed aka Palin
By editting that out, you deny the game access to this vital part of battle:
BattleManager.endTurn = function() {
this._phase = 'turnEnd';
this._preemptive = false;
this._surprise = false;
this.allBattleMembers().forEach(function(battler) {
battler.onTurnEnd();
this.refreshStatus();
this._logWindow.displayAutoAffectedStatus(battler);
this._logWindow.displayRegeneration(battler);
}, this);
};
Furthermore, that part only happens when you the ATB has reached maxed ticks, which means you need to recalibrate your tick settings in the ATB plugin parameters. Because if you're feeling the lag that much, then your ATB full turn tick size is way too little.
Hello! i ran into a unique issue, i'm trying to use some custom graphics, (Ækashics Librarium) and the static images with your side view animated battlers, the current issue is the attack animations are hitting above the heads of the enemies. I was discusing here on the forum under a different post. I was hoping i could get some additioanl help on the subject if you have time. I was looking for a way to off set each targets "center" so the animations hit where i wanted. I was just trying to avoid having to alter each image and i figured this might help in the long run to have a fix for the issue.
Adjust the anchor, width, and height values of the battlers through these notetags:
* <Sideview Anchor X: y.z>
* <Sideview Anchor Y: y.z>
* This sets the anchor location for the enemy's sideview battler at y.z.
* This is used for the event you have an odd-proportioned sideview battler.
*
* <Sideview Width: x>
* <Sideview Height: x>
* Sets the width/height of the sideview battler. This is for the event
* you're using a battler image that may have different proportions than
* normal sideview battlers. -
That "selecting one target for an 'All Targets' skill thing sounds extremely familiar. It's what happens with an unpatched version of Yami's Invert Target plugin. Are you using that? I have a patch in Yami's topic that can fix that, though it's dependent on Battle Engine Core (which is obviously not an issue given what topic I'm posting in, but still :) ). If you're not using Invert Target then I dunno.
Never seen the left/right weirdness being reported. I do know that the left/right controls for enemies are determined by their troop index, not their physical locations on the screen (so, obviously, make sure that you line them up left-to-right in the same order as their indices). -
Ok. I understand now. @HeroicJay is right. I didn't know that the left/right controls were determined by th index, so I need to remake my troops (T.T).
@Yanfly For the "Basic Troubleshooting", I have done all right (updated with the Plugin Manager too, not renamed, putted them in the right order and so on).
So the ability to move left/right/up/down must be there, I understand. Sorry for my mistake. -
Yanfly, look closer at this picture right here that you just posted. On the faces at the bottom all allies are NOT highlighted, only Harold is. That's what we are talking about. In Ace, that didn't happen. So, that's why I'm asking if there was a reason for this change? -
The ally SPRITES on the screen are highlighted. The window is not because it NEEDS to be able to move for the reason I explained.
The ability to move left/right/up/down is for the games with parties larger than 4 but cannot show more than those 4 at once. Particularly, this is noticeable when not using the Battle Status Window and you have a party size of say, 6. The player best have the option of scrolling through the actors to see each HP value, despite it being an all cast. Otherwise, the purpose of the confirmation window is lost.
If this is something you don't like, then turn off the Selection Help Window to skip the confirmation step for nonselectables. -
Target Core >> Area of Effect
Features and How to Use
Sometimes, targeting one foe isn’t enough and targeting all foes is too many. The right mix in between would be area of effects to target only a certain area of foes. This plugins enables area of effect targeting to come in the forms of circular areas, column areas, row areas, and even the whole screen.
Plugin and Instructions: http://yanfly.moe/2016/03/18/yep-84-area-of-effect/ -
Target Core >> Area of Effect
Features and How to Use
Sometimes, targeting one foe isn’t enough and targeting all foes is too many. The right mix in between would be area of effects to target only a certain area of foes. This plugins enables area of effect targeting to come in the forms of circular areas, column areas, row areas, and even the whole screen.
Plugin and Instructions: http://yanfly.moe/2016/03/18/yep-84-area-of-effect/
Thank you so much for this awesome plugin, Yanfly. You are really the best. XD -
The ally SPRITES on the screen are highlighted. The window is not because it NEEDS to be able to move for the reason I explained.
Yanfly, I don't use side view, and honestly it looks tacky to have that for a select all with a party of 4 (which I have), especially as that is contrary to how the menu works for select all skills. Is it possible to make this a selectable feature the ability to move the cursor around like that, without losing the help feature totally? Otherwise I'm concerned about a player getting confused when the battle engine operates different than the menu engine in select all skills.
If you can't do it (or don't have time), can you tell me which script is doing this? I might be able to edit it myself with a proper JavaScript editor as I know some programming. -
The "script" that gives the option to even have a confirmation step is the Battle Engine Core, so naturally, it's the Battle Engine Core plugin itself.
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Adjust the anchor, width, and height values of the battlers through these notetags:
* <Sideview Anchor X: y.z>
* <Sideview Anchor Y: y.z>
* This sets the anchor location for the enemy's sideview battler at y.z.
* This is used for the event you have an odd-proportioned sideview battler.
*
* <Sideview Width: x>
* <Sideview Height: x>
* Sets the width/height of the sideview battler. This is for the event
* you're using a battler image that may have different proportions than
* normal sideview battlers.
I've tried these out and none of them seem to be working for the static image. I've also tried manually updating all the plug ins i'm currently using. no matter what i set the height and width to it hits in the same spot, same with the anchor.
and when i try to switch them to a side battler img file i get this weirdness, i've also tried to set the height and width here and the anchor, I've tried several different not tags to try to get the image to not move. the parts viable move back and forth.
Here is the note tags and the parameters i've been testing i've just been moving the numbers up and down from these values trying to figure it out.
I've tried removing the file name to make it a static img pulled from when you place the picture for the bat in the editor, but according to your plug in page all you can do is scale the sprite, and you can set the anchor and img height and width if your using a file name, so i'm not sure specifically what i'm doing wrong.
Sorry i'm new to all of this, I've been working on my game for almost a year now and still can't seem to figure out this stuff. Would the action sequence packs need to be installed? currently i only have action sequence 2 for the floating note tag. -
If it's static images, then you have to readjust the image itself. That's that.
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If it's static images, then you have to readjust the image itself. That's that.
Would it be possible in the future to make an animation adjusting plug-in? maybe one that you could add to enemy note tags to off set where animations play for that current enemy by x,y?
Thanks for the speedy reply i will set about seeing what i need to do in the mean time. Thanks for all the help love your plug-ins! -
I would suggest you ask that here: http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/
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The "script" that gives the option to even have a confirmation step is the Battle Engine Core, so naturally, it's the Battle Engine Core plugin itself.
That's what I figured, but thought I'd confirm with the creator just in case. I'll take a stab at it then. Consider this solved for now. If I get stuck I imagine I'll have to go to the script support page or plug in requests, so I'll hop over there for more on this.
Thanks for the answers and the nudges so I can tweak this. -
Your AoE-plugin is one of the most unique plugins ever released for MV imo! I should find a way to implement this in my game. Great stuff.
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Awesome, AOE will give much more scope and customization to abilities (keeping away from the different elemental versions of the same attack :D) Thanks again Yanfly!
I do have a question Yanfly (it may seem like it's coming off as a request, but it isn't I swear)
I'm not particularly fond of the way that RPG Maker calculates the chance of an attack connecting. The two step process with the percentile check on hitting, and a separate check on dodging doesn't work for my system. Instead, I would prefer to make it so the system takes the characters hit chance and subtracts the enemy's evasion before rolling the percentile. I have done this before in RPG Maker XP, and it worked very well for my D&D-ish stats. However, I am not entirely sure on how to go about doing this now, with the plugin system. I can't edit your own, since I frequently update your plugins(I presume if I were to edit it would be in the Battle Engine Core?) So I guess this means I have to make a plugin below yours that modifies the area that controls this. So, what I am asking is, what area should I look in your plugin, so I can pretty much copy and paste it into new plugin to fiddle around with until I get the formula to work.
I wouldn't normally waste your time with a trivial question like this, but I figure no one knows their way around your plugins like you. Please and thank you :) -
Try this plugin. Now the accuracy formula becomes (Hit Rate - Eva Rate)%.
By default, magical skills are not affected by this change. If want the magic skills to have similar accuracy formula (Hit Rate - M.Eva Rate)%, simply turn on 'Apply Hit Rate on Magical Attack' option in the plugin configuration.
Moogle_X_AccuracyOverflow.rar
Like that?