[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 156 of 309 View original ↗
  1. Thanks. This worked.


    As for what I'm looking at, everything in the project is working fine.


    You have the Cleric class unlocked by having a level 3 Priest and level 2 Mage. There's nothing wrong or out of the ordinary there.



    I finally understood! If the class is unlocked by the plugin, it is as if it had met its goals .. type if it appears in the menu it can be used ... so if I have a class that requires level 5 from another class, and I use command to unlock, I can use it even if the required class is not in level 5. rsrsrsrs
    I was thinking I could use the command and unlock various classes, but then the hero could only use it after meeting the targets .. There are commands to make the class to be unlocked but unusable until the restrictions are met?


    sorry for the confusion!! rsrsrs  ;_;  


    thanks
  2. itsaruse said:
    Hey Yanfly when using the Passive States plugin and trying to use a custom passive condition, is there a way to make the condition only on when the character has a certain type of weapon, or certain weapon id equipped?


    What I'm trying to do here is give a ranger type character a bonus when using bow weapons.


    Here's the code I've tried:


    <Custom Passive Condition>


    if a.equips.id === 3; {


    condition = true;


    } else {


    condition = false;


    }


    </Custom Passive Condition>


    I get an error on this. Maybe I'm not understanding how the game works with the equipment...



    You'll need to get the basics of JavaScript down first before doing that. It appears you're using the old Ruby methods instead of the new JavaScript functions. I would recommend getting yourself familiar with JavaScript first and some of the script calls. You can find out more about the script calls here:


    ***Script Call List
    You can find the script call list here for RPG Maker MV:






    I would also recommend going to the JavaScript support forum for help.


    ---

    Feli said:
    I finally understood! If the class is unlocked by the plugin, it is as if it had met its goals .. type if it appears in the menu it can be used ... so if I have a class that requires level 5 from another class, and I use command to unlock, I can use it even if the required class is not in level 5. rsrsrsrs
    I was thinking I could use the command and unlock various classes, but then the hero could only use it after meeting the targets .. There are commands to make the class to be unlocked but unusable until the restrictions are met?


    sorry for the confusion!! rsrsrs  ;_;  


    thanks



    There aren't any commands for something like that in the plugin.
  3. Hello!! First of all thanks so much for your plugins, they're amazing and add so much interesting functionality to MV! Currently though I am having trouble with Animated Sideview Enemies. For some reason, I can't get the floating animation to work! I have defined all the parameters and used the proper notetags (as far as I can tell), however when I attempt to test the battle I receive the following error.

    Spoiler
    TypeError: undefined is not a function
        at Sprite_Enemy.updateFloatingStateSprite (file:///C:/Users/lprid/Documents/Games/Project1/js/plugins/YEP_X_AnimatedSVEnemies.js:1429:29)
        at Sprite_Enemy.updateStateSprite (file:///C:/Users/lprid/Documents/Games/Project1/js/plugins/YEP_X_AnimatedSVEnemies.js:1416:10)
        at Sprite_Enemy.update (file:///C:/Users/lprid/Documents/Games/Project1/js/rpg_sprites.js:951:14)
        at Sprite_Enemy.update (file:///C:/Users/lprid/Documents/Games/Project1/js/plugins/YEP_BattleEngineCore.js:2741:36)
        at Sprite_Enemy.update (file:///C:/Users/lprid/Documents/Games/Project1/js/plugins/YEP_X_AnimatedSVEnemies.js:1403:36)
        at file:///C:/Users/lprid/Documents/Games/Project1/js/rpg_core.js:3290:19
        at Array.forEach (native)
        at Sprite.update (file:///C:/Users/lprid/Documents/Games/Project1/js/rpg_core.js:3288:19)
        at file:///C:/Users/lprid/Documents/Games/Project1/js/rpg_core.js:3290:19
        at Array.forEach (native)



    The notetags on my enemy that is causing the issue are:

    Spoiler
    <No Breathing>


    <Floating>


    <Floating Speed: 1>


    <Floating Rate: 0.1>


    <Floating Height: 5>



    I just downloaded the plugin about an hour ago, and I have the latest versions of both it and Battle Engine Core. I did notice that under Floating in the plugin options on the Plugin Manager, there is no parameter for enabling floating, like there is under Breathing, so perhaps that is the problem? I'm no coder, though. Any help would be much appreciated! I'd really like to have some floating bats!
  4. In the plugin: Enhanced TP


    you want to modify the plugin soon and add the function to determine the TP mode for classes too? I saw the plugin that notetag applies only to characters and even tested it, but it did not work. Congratulations for the plugin, really very good  :guffaw:
  5. Hi there, I'd like to report a bug.


    Plugin Name:


    YEP Extended Messages Pack 1


    Summary:


    When I use the parameters that bind a choice to a switch, that switch defaults to ON when I start a new game.


    Steps to reproduce:


    1. In the parameters, set choice #2 to switch 0001


    2. Playtest game


    3. New game


    4. Open debug menu


    Here's some screenshots of my plugin manager, my parameters, and the switches that are affected in the game:


    http://imgur.com/0MgOIS3


    http://imgur.com/gSSNjSa


    http://imgur.com/x8ArDSz


    Thank you so much for your plugins. I'm THIS CLOSE to the dialogue system I want thanks to you. :)  Keep up the good work!


    EDIT: 


    By modifying line 731 from:


    $gameSwitches.setValue(switchId, true);


    to:


    $gameSwitches.setValue(switchId, false);


    seems to have solved the problem. Though for all I know I could have broken something. Hope that helps!
  6. For the word wrapping function of the message core, is it possible to apply line breaks automatically between letters instead of words? 


    For example if you have a word that's longer than a line, display the second half on a different line?


    The display language of my game does not have space anywhere between words, so every sentence is "one word" to the plugin the word wrapping is not working.
  7. lostgubbins said:
    Hello!! First of all thanks so much for your plugins, they're amazing and add so much interesting functionality to MV! Currently though I am having trouble with Animated Sideview Enemies. For some reason, I can't get the floating animation to work! I have defined all the parameters and used the proper notetags (as far as I can tell), however when I attempt to test the battle I receive the following error.

    Spoiler
    TypeError: undefined is not a function
        at Sprite_Enemy.updateFloatingStateSprite (file:///C:/Users/lprid/Documents/Games/Project1/js/plugins/YEP_X_AnimatedSVEnemies.js:1429:29)
        at Sprite_Enemy.updateStateSprite (file:///C:/Users/lprid/Documents/Games/Project1/js/plugins/YEP_X_AnimatedSVEnemies.js:1416:10)
        at Sprite_Enemy.update (file:///C:/Users/lprid/Documents/Games/Project1/js/rpg_sprites.js:951:14)
        at Sprite_Enemy.update (file:///C:/Users/lprid/Documents/Games/Project1/js/plugins/YEP_BattleEngineCore.js:2741:36)
        at Sprite_Enemy.update (file:///C:/Users/lprid/Documents/Games/Project1/js/plugins/YEP_X_AnimatedSVEnemies.js:1403:36)
        at file:///C:/Users/lprid/Documents/Games/Project1/js/rpg_core.js:3290:19
        at Array.forEach (native)
        at Sprite.update (file:///C:/Users/lprid/Documents/Games/Project1/js/rpg_core.js:3288:19)
        at file:///C:/Users/lprid/Documents/Games/Project1/js/rpg_core.js:3290:19
        at Array.forEach (native)



    The notetags on my enemy that is causing the issue are:

    Spoiler
    <No Breathing>


    <Floating>


    <Floating Speed: 1>


    <Floating Rate: 0.1>


    <Floating Height: 5>



    I just downloaded the plugin about an hour ago, and I have the latest versions of both it and Battle Engine Core. I did notice that under Floating in the plugin options on the Plugin Manager, there is no parameter for enabling floating, like there is under Breathing, so perhaps that is the problem? I'm no coder, though. Any help would be much appreciated! I'd really like to have some floating bats!



    If you're using floating, you need Action Sequence Pack 2 as stated here in the helpfile:


    * ============================================================================
    * Introduction
    * ============================================================================
    *
    * This plugin requires YEP_BattleEngineCore.
    * Make sure this plugin is located under YEP_BattleEngineCore in the
    * plugin list.
    *
    * This extension plugin allows you to animate enemies in a number of ways,
    * from giving static enemies breathing, floating, and scaled attributes to
    * utilizing animated sideview actors as potential battlers for your enemies
    * instead of static graphics to help make your enemies appear more lively!
    *
    * If you are using YEP_X_ActSeqPack2, and would like the ability to add in
    * floating enemies, place this plugin under YEP_X_ActSeqPack2 as well.


    ---

    jchedges said:
    Hi there, I'd like to report a bug.


    Plugin Name:


    YEP Extended Messages Pack 1


    Summary:


    When I use the parameters that bind a choice to a switch, that switch defaults to ON when I start a new game.


    Steps to reproduce:


    1. In the parameters, set choice #2 to switch 0001


    2. Playtest game


    3. New game


    4. Open debug menu


    Here's some screenshots of my plugin manager, my parameters, and the switches that are affected in the game:


    http://imgur.com/0MgOIS3


    http://imgur.com/gSSNjSa


    http://imgur.com/x8ArDSz


    Thank you so much for your plugins. I'm THIS CLOSE to the dialogue system I want thanks to you. :)  Keep up the good work!


    EDIT: 


    By modifying line 731 from:


    $gameSwitches.setValue(switchId, true);


    to:


    $gameSwitches.setValue(switchId, false);


    seems to have solved the problem. Though for all I know I could have broken something. Hope that helps!



    Those are turned on by default because if left in the default off position, people are going to start wondering why the show choices aren't showing at all. This is not a bug.


    ---

    MidKin said:
    For the word wrapping function of the message core, is it possible to apply line breaks automatically between letters instead of words? 


    For example if you have a word that's longer than a line, display the second half on a different line?


    The display language of my game does not have space anywhere between words, so every sentence is "one word" to the plugin the word wrapping is not working.



    In the case of Chinese and Japanese inputs, I highly recommend you don't use Word Wrap for the sake of keeping everything flowing better.
  8. Hi, I have a small problem with the Row formation plugin.


    For some reason my enemies don't get into the rows, they are all row 1 even though i assigned them different rows?


    For example I put this note tag in the enemy mages note box: <Default Row: 2>


    That should put him into row 2 but he still seems to be row 1 as I can attack him even though the whole row 1 is still alive...


    Can someone help me? 
  9. Yanfly said:
    Those are turned on by default because if left in the default off position, people are going to start wondering why the show choices aren't showing at all. This is not a bug.



    Fair enough. With my little tweak this is working exactly the way I want it to. Thanks! :)
  10. Iliketea said:
    Hi, I have a small problem with the Row formation plugin.


    For some reason my enemies don't get into the rows, they are all row 1 even though i assigned them different rows?


    For example I put this note tag in the enemy mages note box: <Default Row: 2>


    That should put him into row 2 but he still seems to be row 1 as I can attack him even though the whole row 1 is still alive...


    Can someone help me? 

     even though they are in row 2 you can still attack them..... until the other target core plug in comes out you can force actions towards certain rows unless you give the first row a taunt ability using the tuant plug in
  11. Crimson Dragon Inc. said:
     even though they are in row 2 you can still attack them..... until the other target core plug in comes out you can force actions towards certain rows unless you give the first row a taunt ability using the tuant plug in



    I see thank you! 


    I will use the taunt plugin for the "only attack the first row"-problem.


    The problem were my enemies don't accept the row I want them to be is still there tho....
  12. Iliketea said:
    I see thank you! 


    I will use the taunt plugin for the "only attack the first row"-problem.


    The problem were my enemies don't accept the row I want them to be is still there tho....

     they are in the row except when placing them on the map (when making the troop) you have to have someone who is first row inorder to get the effect


    i tried with a troop of 4 differant bats (2 of each) each set in a differant row and it worked fine.....
  13. Yanfly


    I state that I also tried on a new project ....


    but the Tips & Trick Runic Blade does not work to me !!! I always get the damage .... where I wrong ???? I followed all your steps !!!
  14. Lionheart_84 said:
    Yanfly


    I state that I also tried on a new project ....


    but the Tips & Trick Runic Blade does not work to me !!! I always get the damage .... where I wrong ???? I followed all your steps !!!



    on the damage control plug in line 52 you need if (baseDamage > 0 && target.isStateAffected(X)) { value = 0; target.gainMP(item.mpCost) }     where X is the state ID


    and have a state called runic blade and a skill that applies it make sure the state notetag has <magical tuant
  15. Crimson Dragon Inc. said:
     they are in the row except when placing them on the map (when making the troop) you have to have someone who is first row inorder to get the effect


    i tried with a troop of 4 differant bats (2 of each) each set in a differant row and it worked fine.....



    But in the video Vanfly made ....


    1. ... he can only attack the ones in the front row. I tried to mimic that effect with the taunt plugin by giving the front-row-state a taunt effect but it doesn't work for me.


    2.  ... it seems as if the enemies have fixed rows just like the actors do. When he used a skill to push one enemy back one row it changed positions.  


    That is what I want to do too, but I can't.
  16. Iliketea said:
    But in the video Vanfly made ....


    1. ... he can only attack the ones in the front row. I tried to mimic that effect with the taunt plugin by giving the front-row-state a taunt effect but it doesn't work for me.


    2.  ... it seems as if the enemies have fixed rows just like the actors do. When he used a skill to push one enemy back one row it changed positions.  


    That is what I want to do too, but I can't.

     you need the taunt plug in and you have to state either <magical taunt> or <physical taunt> in the state notetag


    also make sure you have all the plug ins in the right order and up to date which can be found here


    the target core plug in might be need for skills that target the front row and push back targets
  17. Crimson Dragon Inc. said:
    you need target core plug in...... you need the taunt plug in and you have to state either <magical taunt> or <physical taunt> in the state notetag



    So I need to use this note tag <Target: Front Enemy Row> ?


    Or which one?


    EDIT: Ok,  <Target: Front Enemy Row> targets the whole row, thats not what I am searching for.... But I cant find a note tag that only targets ONE enemy on the front row?


             I also made sure everything is in the right order.
  18. Crimson Dragon Inc. said:
    on the damage control plug in line 52 you need if (baseDamage > 0 && target.isStateAffected(X)) { value = 0; target.gainMP(item.mpCost) }     where X is the state ID


    and have a state called runic blade and a skill that applies it make sure the state notetag has <magical tuant



    I did everything he said in his video tutorials, including what you have said ... but it does not work !!! ;_;
  19. Yanfly said:
    If you're using floating, you need Action Sequence Pack 2 as stated here in the helpfile:



    * ============================================================================
    * Introduction
    * ============================================================================
    *
    * This plugin requires YEP_BattleEngineCore.
    * Make sure this plugin is located under YEP_BattleEngineCore in the
    * plugin list.
    *
    * This extension plugin allows you to animate enemies in a number of ways,
    * from giving static enemies breathing, floating, and scaled attributes to
    * utilizing animated sideview actors as potential battlers for your enemies
    * instead of static graphics to help make your enemies appear more lively!
    *
    * If you are using YEP_X_ActSeqPack2, and would like the ability to add in
    * floating enemies, place this plugin under YEP_X_ActSeqPack2 as well.

    Ah!! Thanks so much, I must have missed that when I read it :0 
  20. Yanfly said:
    You'll need to get the basics of JavaScript down first before doing that. It appears you're using the old Ruby methods instead of the new JavaScript functions. I would recommend getting yourself familiar with JavaScript first and some of the script calls. You can find out more about the script calls here:


    ***Script Call List
    You can find the script call list here for RPG Maker MV:





    I would also recommend going to the JavaScript support forum for help.



    Thank you for the link, I've looked at the script calls and came up with this:


    <Custom Passive Condition>


    if $gameActors.actor(7).isWtypeEquipped(7); {


    condition = true;


    } else {


    condition = false;


    }


    </Custom Passive Condition>


    but I get an unexpected identifier error, that still is the format for making conditions for the passives states plugin right?


    I'm just trying to figure out what identifier is wrong.