[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 157 of 309 View original ↗
  1. Lionheart_84 said:
    I did everything he said in his video tutorials, including what you have said ... but it does not work !!! ;_;





    make sure you have all the plug ins up to date and in the reccomended order found here


    also remember that the skills need to be magic skills.... aka where it asks hit type it should read magical attack
  2. Crimson Dragon Inc. said:
    make sure you have all the plug ins up to date and in the reccomended order found here


    also remember that the skills need to be magic skills.... aka where it asks hit type it should read magical attack



    I did everything ... updating and using only the aforementioned plugin ... but it does not work ...


    use:
    YEP_Core engine
    YEP_Battle engine core
    YEP_Taunt
    YEP_DamgeCore
  3. Lionheart_84 said:
    I did everything ... updating and using only the aforementioned plugin ... but it does not work ...


    use:
    YEP_Core engine
    YEP_Battle engine core
    YEP_Taunt
    YEP_DamgeCore

    Try it in a new, empty project and if it still doesnt work, upload that new empty one here!
  4. itsaruse said:
    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.



    Maybe try this instead?


    <Custom Passive Condition>


    if (user.isWtypeEquipped(7)) {


    condition = true;


    } else {


    condition = false;


    }


    </Custom Passive Condition>
  5. itsaruse said:
    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.



    That semicolon before the first brace has got to go; that's just simply wrong. Probably want to put the if clause in parentheses too, though I'm not certain if that's necessary (it's good practice though). Like this:


    if ($gameActors.actor(7).isWtypeEquipped(7)) {
  6. I'm considering doing a redux version of the Runic Blade Tips & Tricks since now that Buffs & States Core is out, it's a more viable way to make the effect.
  7. Riff said:
    Maybe try this instead?


    <Custom Passive Condition>


    if (user.isWtypeEquipped(7)) {


    condition = true;


    } else {


    condition = false;


    }


    </Custom Passive Condition>



    Wow, a thousand thanks my friend! This works and is way simpler than all the craziness I've been trying!

    HeroicJay said:
    That semicolon before the first brace has got to go; that's just simply wrong. Probably want to put the if clause in parentheses too, though I'm not certain if that's necessary (it's good practice though). Like this:


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



    yeah, caught that earlier too, I've been trying so much stuff I've gotten lost where I'm copying and pasting haha
  8. Yanfly said:
    I'm considering doing a redux version of the Runic Blade Tips & Tricks since now that Buffs & States Core is out, it's a more viable way to make the effect.



    I swear I was gonna ask you on this, creating alternate versions of some old Tips & Tricks. xD
  9. Kloe said:
    Try it in a new, empty project and if it still doesnt work, upload that new empty one here!



    Or as said, I have already tried in a new project ... but it does not work !!! can it just me ??? ;_;  you all work ??? :unsure:

    Yanfly said:
    I'm considering doing a redux version of the Runic Blade Tips & Tricks since now that Buffs & States Core is out, it's a more viable way to make the effect.



    Ok !!! would be great!!! a version ... "functional" !!! :guffaw:
  10. I haven't tested it, but this should work:

    Code:
    <Magical Taunt>
    <Custom React Effect>
    if (value > 0 && this.isMagical() && DataManager.isSkill(this.item())) {
    	value = 0;
    	var mp = user.skillMpCost(this.item());
    	target.gainMp(mp)
    }
    </Custom React Effect>
  11. Lionheart_84 said:
    Or as said, I have already tried in a new project ... but it does not work !!! can it just me ??? ;_;  you all work ??? :unsure:


    @Kloe means to upload the project, undeployed, to a site like mediafire or Dropbox so someone here can download and take a look at it. Otherwise we can't help you! Be sure to put it in a zip file first.
  12. Hi I am getting this error when I battle and gain TP:


    GXJHdNq.png


    Debug box:

    Spoiler
    mp5Zwl8.png



    I tried turning the TP enhance plugin but that one isnt at fault.


    This is my plugin list:

    Spoiler
    zUCGupr.png


    L4Mk2N7.png


    aCGWvnN.png


    Dbw2mXW.png


    mixTBxd.png



    I hope someone knows what is wrong :(
  13. Yanfly said:
    I haven't tested it, but this should work:



    <Magical Taunt>
    <Custom React Effect>
    if (value > 0 && this.isMagical() && DataManager.isSkill(item)) {
    value = 0;
    var mp = user.skillMpCost(item);
    target.gainMp(mp)
    }
    </Custom React Effect>



    I have used the skills that causes Runic Blade status with plugn in status notes ... and when the enemy attacked me with a magic, has appeared to me this error:


    Reference Error
    Item is not definet
  14. Just out of curiosity. How hard would it be to remove the limitation in Auto Passive States that blocks it from working with equipment-learned skills? Having it be learned-only kind of defeats the purpose of the plugin in my particular case... I get why the limitation is there, just I'd rather work around the potential loop than having to limit what kind of abilities my characters can learn.


    Right now I've got it set up to place states based on which equipment characters are wearing at the start of every fight, but it gets convoluted very quickly, and makes sure I can't really use your change equip plugin, which I really do want to implement into my current setup. So if anyone happen to have a better solution that'd be amazing.
  15. Iliketea said:
    Hi I am getting this error when I battle and gain TP:


    GXJHdNq.png


    Debug box:

    Spoiler
    mp5Zwl8.png



    I tried turning the TP enhance plugin but that one isnt at fault.


    This is my plugin list:

    Spoiler
    zUCGupr.png


    L4Mk2N7.png


    aCGWvnN.png


    Dbw2mXW.png


    mixTBxd.png



    I hope someone knows what is wrong :(



    It means your formulas aren't working properly. Did you alter any of the TP gain formulas? If you did, you must make sure they ABSOLUTELY adhere to JavaScript.


    ---

    Lionheart_84 said:
    I have used the skills that causes Runic Blade status with plugn in status notes ... and when the enemy attacked me with a magic, has appeared to me this error:


    Reference Error
    Item is not definet



    Editted the snippet again. Go try it once more.


    ---

    Cel said:
    Just out of curiosity. How hard would it be to remove the limitation in Auto Passive States that blocks it from working with equipment-learned skills? Having it be learned-only kind of defeats the purpose of the plugin in my particular case... I get why the limitation is there, just I'd rather work around the potential loop than having to limit what kind of abilities my characters can learn.


    Right now I've got it set up to place states based on which equipment characters are wearing at the start of every fight, but it gets convoluted very quickly, and makes sure I can't really use your change equip plugin, which I really do want to implement into my current setup. So if anyone happen to have a better solution that'd be amazing.



    It's hard and not worth it because it generates an infinite loop. States can add skills. Those skills can then generate passives (which are states). Which then add skills. That's the problem. But here's the question: why even put the passive state on the skill when you can just put it on the equipment? If the skill is only available by equipping it, just place it on the piece of equipment then.
  16. Oh, because the same equipment gives different effects to different characters, and I'm combining it with your timing effects from buffs/states core. As an example I got one set up to check enemy HP values, and if they're above twice the health of one of my actors he gains a stat boost for one action. Then it rechecks it after his action, and so on...


    If it's not worth the effort I'll try to figure out how else to do it. Maybe I'll just try to tie a common event to equipment changing and have that one move states around based on what's currently active... But it might get convoluted fairly quickly.
  17. Yanfly said:
    It means your formulas aren't working properly. Did you alter any of the TP gain formulas? If you did, you must make sure they ABSOLUTELY adhere to JavaScript.



    Ah yes I did, so that's the problem ><


    In that case may I ask how to set the TP regeneration to 10% of the max TP?
  18. Yanfly said:
    Editted the snippet again. Go try it once more.



    No, it gave me the same the same error !!!  :headshake:
  19. Lionheart_84 said:
    No, it gave me the same the same error !!!  :headshake:



    Then, you'll just have to wait until I get the Tips & Tricks video made whenever.

    Iliketea said:
    Ah yes I did, so that's the problem ><


    In that case may I ask how to set the TP regeneration to 10% of the max TP?



    As it is a JavaScript question, I suggest you ask in the JavaScript support forums.
  20. Yanfly Icon Generator


    Features and How to Use:












    The Yanfly Icon Generator allows you to easily create icon sheets for RPG Maker MV and piece together new icons with various icon generator parts. Piece together various icon parts to create the icon image you wish and place it into your icon sheet. You can then export the finished Icon Sheet for various RPG Maker sizes (supports VX, VX Ace, and MV)! If you don’t wish to export entire sheets, you can export the individual icons, too!


    Download here: http://yanfly.moe/2016/04/01/yanfly-icon-generator-rpg-maker-mv/