@Yanfly Hello Yanfly, when comes the Clickable Picture plugin ? Cause you said, your Plugin won.. o.o
[YEP] Yanfly Engine Plugins
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Hello there, I have experienced a problem. Your scripts don't seem to want to work. I'm sure I set it up properly.
http://imgur.com/8h6GxFW
I am using the trail version, if that makes any difference. -
Yanfly, (I apologize, as this is related to one of your older plugins) is there any chance of allowing JP to scale like XP does with your Enemy Levels plugin? >
-Or if not that, the possibility of having a note tag for JP that is of this similar fashion? :
<JP: \v[1]>
<JP Gain: \v[1]>
<JP Lose: \v[1]> -
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 :)
That's actually something that's coming out on Sunday as the bonus plugin. :) And yeah, I can't stand the way RPG Maker MV calculates accuracy, too.
@Yanfly Hello Yanfly, when comes the Clickable Picture plugin ? Cause you said, your Plugin won.. o.o
It's scheduled for April 1st. Don't worry, it'll be coming out that day, despite it being April 1st. As for what I have planned for April Fools... Wellllllllllllllllllll
Hello there, I have experienced a problem. Your scripts don't seem to want to work. I'm sure I set it up properly.
http://imgur.com/8h6GxFW
I am using the trail version, if that makes any difference.
Explain in detail?
Yanfly, (I apologize, as this is related to one of your older plugins) is there any chance of allowing JP to scale like XP does with your Enemy Levels plugin? >
-Or if not that, the possibility of having a note tag for JP that is of this similar fashion? :
<JP: \v[1]>
<JP Gain: \v[1]>
<JP Lose: \v[1]>
Currently, there's no plans for this. -
Currently, there's no plans for this.
Very well, I appreciate a response. Thanks for all your current amazing work! :) -
Explain in detail?
The plugin doesn't do anything. RPG Maker MV runs on as normal like it's got no other plugins. -
The plugin doesn't do anything. RPG Maker MV runs on as normal like it's got no other plugins.
Once again. I'll ask you to explain it in detail. What is expected of you running the Core Engine and/or Battle Engine Core that you know it's supposed to do that it isn't doing? -
Once again. I'll ask you to explain it in detail. What is expected of you running the Core Engine and/or Battle Engine Core that you know it's supposed to do that it isn't doing?
What should happen is what is in the default settings. What I'm trying to say is that I know it shouldn't pass by without loading the plugin. Stuff that should be happening aren't, and I don't think it's in the console. I am using battle tests, if that's any more detail.
I can't get that much into detail without knowing what I'm doing, so I'm sorry in that regard.
Edit: It seems to have magicly worked. Sorry for any trouble caused by me and the lack of detail. -
If you're doing battle tests, you absolutely HAVE to save your project each time before going into the battle test. Any changes you've made to the plugin manager will NOT be in effect if you go straight to the battle test due to how the RPG Maker MV editor works.
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Hello @Yanfly ! I hope things are going well for you in FFRK (orbfest yay!)
I'm currently working with several of your plugins and I'm at the moment attempting to make a skill similar in function to Stoneskin 2 from FFXIV which creates a temporary barrier around all living party members equal to 10% of their maximum HP. Is there currently any way to achieve this? I attempted to create the skill using the target scope of "All Allies" and then adding <Target Barrier: +100> as a test, but it does not grant the barrier to anyone. Even just being able to grant an AoE Barrier with a set value would be nice if possible. -
This might sound like a weird question, but... remember WAAAAAAY back in your very first video where you showed us the Core Engine plugin with the Floating Temple exterior? How'd you get the waterfalls to look like that? To flow off down into the abyss? Because I thought it'd be cool to do that with one of my maps... yet all I have is this:
Also, *glares at magical symbol in the middle of the map* isn't it GREAT when you have tiles slightly off center when you want it exactly in the middle?
Also also, I swear that I heard a redone version of one of the themes from 2003 in one of your videos, specifically the normal battle 1 theme (you know, the standard one everyone uses) and was wondering where I might get it? -
This might sound like a weird question, but... remember WAAAAAAY back in your very first video where you showed us the Core Engine plugin with the Floating Temple exterior? How'd you get the waterfalls to look like that? To flow off down into the abyss? Because I thought it'd be cool to do that with one of my maps... yet all I have is this:
View attachment 33811
Also, *glares at magical symbol in the middle of the map* isn't it GREAT when you have tiles slightly off center when you want it exactly in the middle?
Also also, I swear that I heard a redone version of one of the themes from 2003 in one of your videos, specifically the normal battle 1 theme (you know, the standard one everyone uses) and was wondering where I might get it?
the circle is an easy fix just lower the maps height by 2...... -
Yeah, I noticed.
AHA! It was the Row Formation video. That's not on the Remastered 2003 MV OST thing, so where'd you get that version of Battle 1? -
Hello @Yanfly ! I hope things are going well for you in FFRK (orbfest yay!)
I'm currently working with several of your plugins and I'm at the moment attempting to make a skill similar in function to Stoneskin 2 from FFXIV which creates a temporary barrier around all living party members equal to 10% of their maximum HP. Is there currently any way to achieve this? I attempted to create the skill using the target scope of "All Allies" and then adding <Target Barrier: +100> as a test, but it does not grant the barrier to anyone. Even just being able to grant an AoE Barrier with a set value would be nice if possible.
Did you install the plugin and then go straight into the battle test? If so, you need to save after installing the plugin (and making any changes to it) before testing.
This might sound like a weird question, but... remember WAAAAAAY back in your very first video where you showed us the Core Engine plugin with the Floating Temple exterior? How'd you get the waterfalls to look like that? To flow off down into the abyss? Because I thought it'd be cool to do that with one of my maps... yet all I have is this:
View attachment 33811
Also, *glares at magical symbol in the middle of the map* isn't it GREAT when you have tiles slightly off center when you want it exactly in the middle?
Also also, I swear that I heard a redone version of one of the themes from 2003 in one of your videos, specifically the normal battle 1 theme (you know, the standard one everyone uses) and was wondering where I might get it?
The waterfall is done using tiles that don't have a background. The battle theme came as a part of the DLC for the preorder. -
Yeah, I noticed.
AHA! It was the Row Formation video. That's not on the Remastered 2003 MV OST thing, so where'd you get that version of Battle 1?
There are ten RPG Maker 2000 remixes that made it into a free update some time ago. I missed the announcement myself, and was rather surprised to discover them.
If you have the Steam version of MV, they should already be in dlc\ExtraAssets\2000bgm under in your RPG Maker MV directory.
I have heard the paid DLC Season Pass released more RM2K tracks recently. I'm actually curious which ones they are, but not curious enough to buy them, as I wouldn't use them. -
Thanks. I like the new AOE plugin, now it is possible to do column attacks. But it looks like the rect region is currently only straight rect. Would it be updated to be tilted to count for the perspective?
I think it would be nice if it can be expanded together with the row formation plugin. Right now there is no column setup for the row formation. If the actors can be placed into x*y grid it would be a great game play with more tactics. -
There are ten RPG Maker 2000 remixes that made it into a free update some time ago. I missed the announcement myself, and was rather surprised to discover them.
If you have the Steam version of MV, they should already be in dlc\ExtraAssets\2000bgm under in your RPG Maker MV directory.
I have heard the paid DLC Season Pass released more RM2K tracks recently. I'm actually curious which ones they are, but not curious enough to buy them, as I wouldn't use them.
I... don't have the Steam version. Hell, I didn't even get MV until December... :(
I feel so left out... -
I didn't mean to imply you had to have the Steam version to get them.
Check that topic. -
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Hello, Yanfly. Thanks for all of your scripts, they are all wonderful. I'm using most of them in my game. Though, I have several questions that need some enlightment.
Firstly, I am currently using your Counter Control plugin. Overall it works perfectly, but since one of the actor is an Aikido fighter, I would like him to instantly counter enemy's attack without waiting for it to return to its base position first. I tried using the <Evade Counter> tag, but it waits for the enemy to return to its base position first before the actor launches a counterattack. Is it possible to make it reacts the same way as the default RMMV counterattack with certain tweak or settings? If it is, would you be so kind to guide me how to do it?
Second question, I am using moghunter's Chain Command script. I have set a counter skill to a chain command, but the second skill in the chain command damages the user, and the chain command ends there even though I have 3 more in the queue. The actor also returns to home position after the first skill when it supposed to stay there when I'm inputting the keys for the chain command. Here is the chronology of the actions:
Spoiler- User is under "Counter" state ( <Counter Skill: Combo Counter> the skill is a dummy which links to a common event )
- Uses Combo Counter skill on the attacker ( skill does nothing but plays the common event: "start combo")
- System plays the common event which force user to execute one between 4 skills (jab, hook, cross, uppercut -- all which are set as chain command)
- user counters the attacker with chosen skill, chain command input started
- second skill from the chain command damaged user instead
- rotation stops, instead of continuing with the next skill in the chain command
I'm using these plugins in the project.

Thank you, and have a good day~