With ATB battle, Is there any way to give a skill more than -2000 speed (maybe a notetag I can't find??)? I want a skill to take a REALLY long time to cast. At the max -2000 it is still wayyyy to quick... I'd like a skill that would take like 4 rounds to use.
The only way I have found is to change the eval for Charge Gauge to more than 2000, but then it becomes impossible to make "Attack" happen immediately, as there is also no way to add more than +2000 to attack speed in the database. All of the note tags that come with the script, are for changing target ATB speed, not the caster.
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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Umm about the newest Video (Plugin Preview)
https://www.youtube.com/watch?v=23hnjbsXPeo&pxtry=1
Can't watch it, as it's set to private :/ -
Ah, yes. If you want to have the target scope affect only the center, use "first" instead of "target". The selected target is always the first in line for the AoE effects.
Thanks. Using "ANIMATION X: FIRST" instead of "ACTION ANIMATION" works. -
With ATB battle, Is there any way to give a skill more than -2000 speed (maybe a notetag I can't find??)? I want a skill to take a REALLY long time to cast. At the max -2000 it is still wayyyy to quick... I'd like a skill that would take like 4 rounds to use.
The only way I have found is to change the eval for Charge Gauge to more than 2000, but then it becomes impossible to make "Attack" happen immediately, as there is also no way to add more than +2000 to attack speed in the database. All of the note tags that come with the script, are for changing target ATB speed, not the caster.
<Speed: +x>
<Speed: -x>
Umm about the newest Video (Plugin Preview)
https://www.youtube.com/watch?v=23hnjbsXPeo&pxtry=1
Can't watch it, as it's set to private :/
Ah, it's not meant to be out yet. Made a typo when scheduling that post. My bad. -
Very trivial point, and I apologise if I've overlooked an earlier post about it, but YEP_X_EquipRequirements.js says v1.01 in line 14, when i believe it's actually 1.02.
Osito -
In regards to the Animated Battlers plugin...I have everything working correctly...it's just the enemies aren't facing the actor battlers in default sideview (they are facing left when they should be facing right). Do I have to manually flip the spritesheet? Or is there something I am missing?
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I wrote a simple plugin to help "simplify" the all the eval parameters of the plugins.
Basically what it does is create a global function that can be used wherever, that way you can use the same code
for example both in the damage core formula and the hit rate formula(e.g. some special calculation using the current time).
it can even be used in the eval notetags!
whats more you can copy the plugin and rename in inorder create several functions and to easily identify them
since the code is extremely simple there is no compatibility issues with anything.
it will probably only serve superusers but sharing is caring so i attached it here
View attachment Barakonda_FunctionCreator.js -
Very trivial point, and I apologise if I've overlooked an earlier post about it, but YEP_X_EquipRequirements.js says v1.01 in line 14, when i believe it's actually 1.02.
Osito
Thanks, I'll get that updated.
In regards to the Animated Battlers plugin...I have everything working correctly...it's just the enemies aren't facing the actor battlers in default sideview (they are facing left when they should be facing right). Do I have to manually flip the spritesheet? Or is there something I am missing?
Turn off your non-Yanfly plugins to see if there are any conflicts. -
<Speed: +x>
<Speed: -x>
Awesome Thanks!!! I looked after you posted and saw this was indeed listed in the BattleEngineCore script help, and not in the ATB one. I guess I made the wrong assumption that is where it would have been.
Also, just checking if you saw my previous post about a feature request for the Event Mini Labels.
http://forums.rpgmakerweb.com/index.php?/topic/48860-yep-yanfly-engine-plugins-newest-hit-accuracy-plugin-count-85/&do=findComment&comment=572468 -
Awesome Thanks!!! I looked after you posted and saw this was indeed listed in the BattleEngineCore script help, and not in the ATB one. I guess I made the wrong assumption that is where it would have been.
Also, just checking if you saw my previous post about a feature request for the Event Mini Labels.
http://forums.rpgmakerweb.com/index.php?/topic/48860-yep-yanfly-engine-plugins-newest-hit-accuracy-plugin-count-85/&do=findComment&comment=572468
As posted on the front post of this thread:
THIS THREAD WILL BE USED FOR UPDATES AND BUG REPORTS!
This thread is NOT a request thread. Requests include new plugins, new features for existing plugins, and features that you personally think should exist but currently do not. If you want requests, visit the proper subforum for it; this thread is not the place to do so. -
Oh, whoops, sorry about that. I was used to just commenting on Yanfly.moe for feature requests but you closed that function.
I saw the two buttons at the bottom of that page though, one led to the thread I started for your action sequences help, and the other was for bug reports. I chose to click the bug report one as there was no "suggestions link listed". It brought me to a post on page 2 of this thread, I read through that post and it and didn't say anything about not making suggestions so I thought I was safe. It was my fault for not going back and checking the OP. XD -
I hope this is the right place to ask this...
I'm trying to use the Main Menu Manager. Do I need to have an understanding of Javascript to use these plugins? I'm having trouble just trying to change a menu name. XD I wanted to change 'Item' to 'Inventory', but I don't understand the plugin syntax to do this. Do I need to learn Javascript to be able to use all these wonderful plugins? I've been trying to find tutorials... LOL, I feel like I'm missing something. Haha. Anyway, thank you in advance for any answers. -
@Penguin
In the plugin's settings go to the part where it says "Menu 10". That's the item command by default.
Just change the "Menu 10 Name" Parameter to anything you want. In your case it'd be "Inventory" (with the quotes!) -
@Luxanna
Ah, thank you very much! I was trying to rename TextManager.item like TextManager.inventory. XD The 'Inventory' in quotes fixed it. -
@Penguin
You're welcome. TextManager.item returns the "Item" string that's defined in the database so changing it to TextManager.inventory will crash since there is no such string defined anywhere. -
Smart Jump
Not sure if this is a BUG exactly, but I've been trying to make jump puzzles like the ones in Mystic Quest here

But for some reason the Smart Jump will only work in certain directions as shown here

Red Arrows won't work but the Green one can. I have the Smart Jump set up as 2 and as for other scripts, I'm ONLY using yours and in the order they are on the site. I have also updated the scripts just in case but I'm still getting this weird error(?). Not sure if it's even possible to make Events work as small platforms that way or not nor if I can jump across gaps from atop Ceiling Tiles(even tho I can walk on them as a raised floor), or even if this is a "Bug" but I thought I'd ask anyway. Thanks. -
Smart Jump
Not sure if this is a BUG exactly, but I've been trying to make jump puzzles like the ones in Mystic Quest here

But for some reason the Smart Jump will only work in certain directions as shown here

Red Arrows won't work but the Green one can. I have the Smart Jump set up as 2 and as for other scripts, I'm ONLY using yours and in the order they are on the site. I have also updated the scripts just in case but I'm still getting this weird error(?). Not sure if it's even possible to make Events work as small platforms that way or not nor if I can jump across gaps from atop Ceiling Tiles(even tho I can walk on them as a raised floor), or even if this is a "Bug" but I thought I'd ask anyway. Thanks.
That's actually due to one of the strange bugs with the map passability with RPG Maker MV that never got passed during the beta process. :/ If you make the tops of those areas bigger than 1x1, the jump should go through fine. Usually, 2x2 platforms work well for this. The "bug" occurs primarily due to the fact that in the small 1x1 autotile platform, it contains the passability flags that block off the top three sides (left, up, right) from entering it, which is what causes the jump to not go through. -_-
However, I'll have to look into this later. -
I see, Tho what of making, say a pushable block you can jump on? Is that also not doable as of right now? I can make a block pushable via eventing but there doesn't seem to be a way to jump atop it from a ledge unless I make the even priority "Below Characters", but that would defeat the purpose of pushing the block into place. If this is something that can't be done with this Script that's fine. It's not a big issue. I just assumed it was doable due to the Mystic Quest example in your Showcase Video. Either that or there's something else wrong with how RPG Maker MV handles the events like the Autotiles. Regardless I just wanted to ask in case there was something I was missing. Thanks for clarifying.
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Pushing blocks for this has been something I held off on since a buddy of mine said he was going to make a plugin for it so that Smart Jump and Platform Push (as he called it) would work hand-in-hand. However, it didn't take off. :/ It may be something I'll have to look into the future as well, but not a current priority.
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Alright then. Me using a Jump mechanic for my game isn't a top priority right now either. Just curious bout it all really. Thanks for clearing it all up. Looking forward to seeing what you come up with next.