[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 16 of 309 View original ↗
  1. One more question for your ItemCore plugin. Using the limited item number, shops no longer show you how many items you have. Any way to still make it visible while still maintaining the limited number? It's a bit irritating seeing "0 Small Potion owned" even though you have 8 in your inventory.
  2. Skill Learn System

    Features and How to Use




    Plugin: http://yanfly.moe/2015/11/14/yep-28-skill-learn-system/

    This plugin enables your game's actors to learn skills from the skill menu. This can be done via either gold, items, or Job Points. It provides the player an alternate way of acquiring skills aside from leveling up.

    Instructions



    Introduction

     

    This plugin enables your game’s actors to learn skills from the skill menu. This can be done via either gold, items, or Job Points. It provides the player an alternate way of acquiring skills aside from leveling up.

     

    This plugin can be used with YEP_JobPoints.js.

     

    It is recommended to place this plugin under the YEP_JobPoints.js plugin in the Plugin Manager.

     

    Notetags

     

    Use the following notetags to make use of the Skill Learn System.

     

    Class Notetag:

     

    <Learn Skill: x>

    <Learn Skill: x, x, x>

    <Learn Skill: x to y>

    Enables the class to be able to learn skill(s) x from the menu. Replace x with the skill’s ID. If x to y is used, this enables the class to learn all the skills from x to y. Replace x and y with skill ID’s.

     

    Skill Notetags:

    <Learn Cost: x Gold>

    Sets the gold cost of learning this skill to x gold.

     

    <Learn Cost: x JP>

    Sets the JP cost of learning this skill to x JP. This note requires YEP_JobPoints.js in order to work.

     

    <Learn Cost> or 

    Item x: y 

    Weapon x: y 

    Armor x: y

    </Learn Cost>

     

    or

     

    <Learn Cost>

    item name: y

    item name: y

    </Learn Cost>

    Allows you to set the item, weapon, and armor costs of learning the skill. Replace x with the item’s ID and y with the quantity of that item needed. If you decide to use the item name variant, replace the item name with the item’s name as it appears in the database. If multiple items share the same name, the item with the highest ID will be used in the order of item, weapon, and then armor.

    *Note: If you are using YEP_ItemCore.js and Independent Items, the learn costs will not include independent items.

     

    <Learn Require Level: x>

    Causes the skill to require the actor’s current level to be at least x before the skill even appears on the list to learn.

     

    <Learn Require Skill: x>

    <Learn Require Skill: x, x, x>

    <Learn Require Skill: x to y>

    In order for the skill to appear, the actor must know the other skill(s) of x. If x to y is used, the actor must know all the skills from x to y. Replace x and/or y with skill ID’s.

     

    <Learn Require Switch: x>

    <Learn Require Switch: x, x, x>

    <Learn Require Switch: x to y>

    In order for the skill to appear, the switch(es) x must be on. If x to y is used, all of the switches from x to y must be on in order for the skill to appear. Replace x and/or y with switch ID’s.

     

    Lunatic Mode – Custom Requirements and Costs

     

    For those who understand a bit of JavaScript and wish to go further with customizing the process for the skill learning process, you can use the following notetags:

     

    Skill Notetags:

     

    <Learn Show Eval>

    value = true;

    value = false;

    </Learn Show Eval>

    For using a custom code to hide or show the skill, you can use these notetags. Returning value as true will cause the skill to appear regardless of all other requirements being unmet while returning value as false will cause the skill to appear regardless of all other requirements being met.

     

    <Learn Require Eval>

    value = true;

    value = false;

    </Learn Require Eval>

    For those who wish to use their own custom requirements using code. This must return value as true in order for the skill to appear to be learnable. Avoid using comments that may potentially block out further code.

     

    <Learn Cost Eval>

    code

    code

    </Learn Cost Eval>

    For those who know JavaScript, you can have custom actions be performed after the learning the skill through the learn skill menu.

     

    <Learn Custom Text>

    text

    text

    </Learn Custom Text>

    This will be the custom text shown underneath all the main costs. You can use text codes for this.

     

    Plugin Commands

     

    You can use the following Plugin Commands from the Event Editor to alter whether or not you want the ‘Learn Skill’ command to appear in the skill scene or to have it enabled.

     

    Plugin Command:

     

    ShowLearnSkill

    Shows the ‘Learn Skill’ command.

     

    HideLearnSkill

    Hides the ‘Learn Skill’ command.

     

    EnableLearnSkill

    Enables the ‘Learn Skill’ command.

     

    DisableLearnSkill

    Disables the ‘Learn Skill’ command.

     

    OpenLearnSkill actor x

    Opens Learn Skill menu for actor x.

     

    OpenLearnSkill party x

    Opens Learn Skill menu for party member x.



    Add Ons

    • Fox’s JP Levels – This Plugin adds levels to the Yanfly’s JobPoint System, like Final Fantasy Tactics had. It allows for restrictions on what skills your allowed to buy with the SkillLearnSystem based on the current classes’ Job Level. It allows for restrictions on what class your allowed to equip with the ClassChangeCore based on the current classes’ Job Level. The Job automatically gains levels just by gaining JobPoints.
  3. Marston said:
    One more question for your ItemCore plugin. Using the limited item number, shops no longer show you how many items you have. Any way to still make it visible while still maintaining the limited number? It's a bit irritating seeing "0 Small Potion owned" even though you have 8 in your inventory.
    Thanks, I'll get that fixed tonight! :)
  4. Hi yanfly,

    your loyal bug catcher here is back with another bug for you to collect (lol).

    with your item_core plugin on, the player will always have item slot 1 in their party, whether it shows in your inventory or not.

    my test:

    I made an NPC. If you talk to him, he will give you 4 choices:

    1. give me item 01 (event editor: change item: item 01 increase 1)

    2. give me item 02 (event editor: change item: item 02 increase 1)

    3. do I have item 01 with me? (event editor: conditional branch if item 01 in party, "yes you do and I am taking it now" and item 01 decrease 1. else "no you don't)

    4. do I have item 02 with me? (event editor: conditional branch if item 02 in party, "yes you do and I am taking it now" and item 02 decrease 1". else "no you don't)

    I put the NPC right next to me from the MC start.

    Started new game.

    Talked to him directly.

    Select choice 3, and he tells me that I have the key and he is taking it from me now while I don't have item 01 in my inventory!

    Select choice 4, he tells me I don't have the key.

    I then turned the item core plugin off, and restarted the game, and the problem is gone.

    Could you please see to this bug?

    Thanks~~
  5. Nice plug in with the JP and Learn skill engine. I wonder though, are you going to let the user customize where the JP is displayed in menu? Right now if your character has a class name that is 8 letters, it only takes 100 JP for the class name and the JP amount to smash together in the display (at default resolution), and it looks horrible then. Its even worse if you give the character a class name with 9 letters.
  6. Yanfly said:
    That was due to an update. When you update, you MUST follow the instructions on this video:




    What you most likely did (not) do, was not open up the plugin within the Plugin Manager after updating it. Why is this a problem? Because when a new parameter is added and you don't do that, you'll get an undefined value for the new parameter. In this case, the columns parameter was added to the Skill Core. Undefined number of columns means 0. Thus, you will show 0 skills in your window.
    Thank you! It was just that. Luv u.
  7. metronome said:
    Hi yanfly,

    your loyal bug catcher here is back with another bug for you to collect (lol).

    with your item_core plugin on, the player will always have item slot 1 in their party, whether it shows in your inventory or not.

    my test:

    I made an NPC. If you talk to him, he will give you 4 choices:

    1. give me item 01 (event editor: change item: item 01 increase 1)

    2. give me item 02 (event editor: change item: item 02 increase 1)

    3. do I have item 01 with me? (event editor: conditional branch if item 01 in party, "yes you do and I am taking it now" and item 01 decrease 1. else "no you don't)

    4. do I have item 02 with me? (event editor: conditional branch if item 02 in party, "yes you do and I am taking it now" and item 02 decrease 1". else "no you don't)

    I put the NPC right next to me from the MC start.

    Started new game.

    Talked to him directly.

    Select choice 3, and he tells me that I have the key and he is taking it from me now while I don't have item 01 in my inventory!

    Select choice 4, he tells me I don't have the key.

    I then turned the item core plugin off, and restarted the game, and the problem is gone.

    Could you please see to this bug?

    Thanks~~
    Nice find! I found the bug and fixed it. Thank you so much for your detailed process on recreating it. ❤

    http://yanfly.moe/plugins/en/YEP_ItemCore.js
  8. Hi yanfly! 

    Yet another awesome plugin and something that will probably be included in our game! 

    One thing which is more of a request than anything else, would be to take the skill system a little further? i.e. a skill tree. but not just a skill tree, a fairly complicated one. I am hoping to have a system similar to, if you have ever played it, EVE Online, where even items usually have skill and/or nested skill requirements. (though in this instance i am looking for something closer to eve onlines sister game, Dust 514).

    In dust 514 the player accuse skill points (job points) both passively, 1 every few seconds, and actively through battles. In dust, every weapon requires at least one skill to use but will also have other skills to augment that weapon and every skill has a level between 1 and 5, each level requiring more skill points, and some skills have a higher multiplayer,  so a basic assault rife would require level 1 in assault rifle operation and a more advanced assault rife may have a level requirement of 3 or more. But it wouldn't just be a case of saving the skill points to use the next weapon. The assault rife operation skill has a 5% bonus damage for assault rifles per level meaning every little would count! 

    This is obviously fairly complicated but its still an interesting thing to have and one of my favourite thing about dust 514/eve online is their amazing skill system. There are skills to augment every aspect literally everything, its kinda like the skyrim skill system on steroids.
  9. Is it possible (my thoughts was common event skill setup) that let's say would increase Hp (or other attribute) by a certain %? 
  10. Yanfly said:
    Skill Learn System

    Features and How to Use




    Plugin: http://yanfly.moe/2015/11/14/yep-28-skill-learn-system/

    This plugin enables your game's actors to learn skills from the skill menu. This can be done via either gold, items, or Job Points. It provides the player an alternate way of acquiring skills aside from leveling up.

    Instructions



    Spoiler
    Introduction

     

    This plugin enables your game’s actors to learn skills from the skill menu. This can be done via either gold, items, or Job Points. It provides the player an alternate way of acquiring skills aside from leveling up.

     

    This plugin can be used with YEP_JobPoints.js.

     

    It is recommended to place this plugin under the YEP_JobPoints.js plugin in the Plugin Manager.

     

    Notetags

     

    Use the following notetags to make use of the Skill Learn System.

     

    Class Notetag:

     

    <Learn Skill: x>

    <Learn Skill: x, x, x>

    <Learn Skill: x to y>

    Enables the class to be able to learn skill(s) x from the menu. Replace x with the skill’s ID. If x to y is used, this enables the class to learn all the skills from x to y. Replace x and y with skill ID’s.

     

    Skill Notetags:

    <Learn Cost: x Gold>

    Sets the gold cost of learning this skill to x gold.

     

    <Learn Cost: x JP>

    Sets the JP cost of learning this skill to x JP. This note requires YEP_JobPoints.js in order to work.

     

    <Learn Cost> or 

    Item x: y 

    Weapon x: y 

    Armor x: y

    </Learn Cost>

     

    or

     

    <Learn Cost>

    item name: y

    item name: y

    </Learn Cost>

    Allows you to set the item, weapon, and armor costs of learning the skill. Replace x with the item’s ID and y with the quantity of that item needed. If you decide to use the item name variant, replace the item name with the item’s name as it appears in the database. If multiple items share the same name, the item with the highest ID will be used in the order of item, weapon, and then armor.

    *Note: If you are using YEP_ItemCore.js and Independent Items, the learn costs will not include independent items.

     

    <Learn Require Level: x>

    Causes the skill to require the actor’s current level to be at least x before the skill even appears on the list to learn.

     

    <Learn Require Skill: x>

    <Learn Require Skill: x, x, x>

    <Learn Require Skill: x to y>

    In order for the skill to appear, the actor must know the other skill(s) of x. If x to y is used, the actor must know all the skills from x to y. Replace x and/or y with skill ID’s.

     

    <Learn Require Switch: x>

    <Learn Require Switch: x, x, x>

    <Learn Require Switch: x to y>

    In order for the skill to appear, the switch(es) x must be on. If x to y is used, all of the switches from x to y must be on in order for the skill to appear. Replace x and/or y with switch ID’s.

     

    Lunatic Mode – Custom Requirements and Costs

     

    For those who understand a bit of JavaScript and wish to go further with customizing the process for the skill learning process, you can use the following notetags:

     

    Skill Notetags:

     

    <Learn Show Eval>

    value = true;

    value = false;

    </Learn Show Eval>

    For using a custom code to hide or show the skill, you can use these notetags. Returning value as true will cause the skill to appear regardless of all other requirements being unmet while returning value as false will cause the skill to appear regardless of all other requirements being met.

     

    <Learn Require Eval>

    value = true;

    value = false;

    </Learn Require Eval>

    For those who wish to use their own custom requirements using code. This must return value as true in order for the skill to appear to be learnable. Avoid using comments that may potentially block out further code.

     

    <Learn Cost Eval>

    code

    code

    </Learn Cost Eval>

    For those who know JavaScript, you can have custom actions be performed after the learning the skill through the learn skill menu.

     

    <Learn Custom Text>

    text

    text

    </Learn Custom Text>

    This will be the custom text shown underneath all the main costs. You can use text codes for this.

     

    Plugin Commands

     

    You can use the following Plugin Commands from the Event Editor to alter whether or not you want the ‘Learn Skill’ command to appear in the skill scene or to have it enabled.

     

    Plugin Command:

     

    ShowLearnSkill

    Shows the ‘Learn Skill’ command.

     

    HideLearnSkill

    Hides the ‘Learn Skill’ command.

     

    EnableLearnSkill

    Enables the ‘Learn Skill’ command.

     

    DisableLearnSkill

    Disables the ‘Learn Skill’ command.

     

    OpenLearnSkill actor x

    Opens Learn Skill menu for actor x.

     

    OpenLearnSkill party x

    Opens Learn Skill menu for party member x.

    I have a quick question.  I'm looking to use job points and this plugin in order to give small stat boosts to my characters as well. Such as Attack+1, Poison Resist+5% or Sleep Attack Rate+5%. Will that be possible with this Plugin?
  11. TheGamedawg said:
    I have a quick question. I'm looking to use job points and this plugin in order to give small stat boosts to my characters as well. Such as Attack+1, Poison Resist+5% or Sleep Attack Rate+5%. Will that be possible with this Plugin?
    Pair it up with YEP_AutoPassiveStates found here. ;)

    http://yanfly.moe/2015/10/17/yep-13-auto-passive-states/
  12. I have a skill set to one JP and I still get it for free. Also, I think you may want to check either the Item or Equip cores as my characters have been starting off naked.
  13. Hey Yanfly! Great plugin as always! It's very simple to use for both the players and the game maker. Good job :)

    I have a little question for anyone who could answer me: Is there a simple way to replace a skill with an improved version of the skill?

    Here's a simple example:

    My character learns the Fireball spell through the learn skill menu made by Yanfly's new plugin. Then, later, after he acquired a Fire Stone, he can upgrade the Fireball spell to Improved Fireball. Now, I don't want the character to have both versions of the Fireball spell, only the improved one. This include removing the basic skill from the learn skill menu, and from the character known skills.

    The only way I found to do this would require one common event for each skill that can be upgraded to be running at ALL time :unsure:  ... (that means like having around a hundred common events on parallel process at the same time... that can't be good.....)

    So when the game starts, it activates a switch for each skill that can be upgraded. Once the improved skill has been learned, the always running common event has a conditional branch that character X has learned Fireball +... Then the common event flips off the switch Fireball + (that was activated at the start of the game), that switch must be on so Fireball can be learned (so it hides Fireball from the skill shop list), and finally it makes the character forget the basic Fireball skill...

    As you can see, it's not sexy at all and having like 100 common events running always will probably slow down the game considerably.

    Anyone has an idea how to solve my problem?

    Thanks!​

     
  14. SpellcraftQuill said:
    I have a skill set to one JP and I still get it for free. Also, I think you may want to check either the Item or Equip cores as my characters have been starting off naked.
    Item Core just got updated again from earlier. Tonight's version is fully fixed.

    As for the 1 JP thing, I can't reproduce it:

    yLvxI4N.jpg

    Reproduce it in a new empty project, with just the JP and Skill Learn plugins, upload it online, do not deploy it, and send it my way. I'll look at it.

     

    MaxLionheart said:
    Hey Yanfly! Great plugin as always! It's very simple to use for both the players and the game maker. Good job  :)

    I have a little question for anyone who could answer me: Is there a simple way to replace a skill with an improved version of the skill?

    Here's a simple example:

    My character learns the Fireball spell through the skill shop made by the skill shop plugin. Then, later, after he acquired a Fire Stone, he can upgrade the Fireball spell to Improved Fireball. Now, I don't want the character to have both versions of the Fireball spell, only the improved one.

    The only way I found to do this would require one common event for each skill that can be upgraded to be running at ALL time  :unsure:  ... (that means like having around a hundred common events on parallel process at the same time... that can't be good.....)

    So when the game starts, it activates a switch for each skill that can be upgraded. Once the improved skill has been learned, the always running common event has a conditional branch that character X has learned Fireball +... Then the common event flips off the switch Fireball + (that was activated at the start of the game), that switch must be on so Fireball can be learned (so it hides Fireball from the skill shop list), and finally it makes the character forget the basic Fireball skill...

    As you can see, it's not sexy at all and having like 100 common events running always will probably slow down the game considerably.

    Anyone has an idea how to solve my problem?

    Thanks!​
    I don't have a Skill Shop plugin...
  15. I apologize, when I said "Skill Shop" Plugin I was refering to your "Skill Learn System" Plugin. I am not using any other system to learn skills.

    I'm going to edit my previous post to avoid confusion.
  16. To achieve that effect, you'd have to make use of Lunatic Mode.
  17. Ok, I see, with <Learn Cost Eval>. I misunderstood its use when I first read it.

    Thanks.
  18. MikeMakes said:
    So I set a Skill called like "Poison Resist+5%" and add the notetag to it?

    Is there a way for this passive skill then to not show up in the Battle Skill Menu?
    In your Skill under Occasion, change it to 'Menu Screen'. :)
  19. MikeMakes said:
    So I set a Skill called like "Poison Resist+5%" and add the notetag to it?

    Is there a way for this passive skill then to not  show up in the Battle Skill Menu?
    Your actors are capable of learning skills they don't have skill type access to. You can create a new skill type called "Passives", not actually give it to the actor, but they can still learn skills for it and still gain access to the passives states.