Yanfly Icon Generator – RPG Maker MV
Is there a version that supports MAC?
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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Hi Yanfly!
I came to notice something about the Action Sequences. It may be a small thing, but still...
When I'm using OPACITY NOT FOCUS: 0%, all my living actors fade away... But not the dead ones. -
It's made with RPG Maker MV actually.
In this case an OS-X version shouldn't be difficult. Since the editor itself now also supports OS-X, there are probably some users out there, that would appreciate a OS-X version of this tool (i'm one of them). -
Hi Yanfly!
I came to notice something about the Action Sequences. It may be a small thing, but still...
When I'm using OPACITY NOT FOCUS: 0%, all my living actors fade away... But not the dead ones.
Thanks, I'll look into this. -
Tips & Tricks - Giant Slayer (Bravely Default)
The Giant Slayer is a skill from Bravely Default that deals 1.5x the amount of damage of a normal attack to a target if the target has more HP than the user. However, we'll be modifying that a bit and make it have a higher multiplier depending on the difference in HP between the attacker and the target.
You can get the copy/paste version of the code here:
http://yanfly.moe/2016/04/02/tips-tricks-giant-slayer-rpg-maker-mv/ -
Tips & Tricks - Giant Slayer (Bravely Default)
The Giant Slayer is a skill from Bravely Default that deals 1.5x the amount of damage of a normal attack to a target if the target has more HP than the user. However, we'll be modifying that a bit and make it have a higher multiplier depending on the difference in HP between the attacker and the target.
You can get the copy/paste version of the code here:
http://yanfly.moe/2016/04/02/tips-tricks-giant-slayer-rpg-maker-mv/
the shear number of strategies this adds to a player...... makes it a phenominal skill :D but how will it work when your enemies have access to this amazing skill :D
also will this negate any other note tags on the skill like critical damage bonus from your critical control plug in? -
I don't really know how to use forums but I got here by clicking on Yanfly's Bug report button. Hopefully im posting this in the right place.
Plugin Name: Battle Engine Core
Stuff over laps in the Area where the HPs are displayed.
I attached some files to show the bug and the order of my installed plugins.
Oh and I forgot to turn the two plugins at the bottom of the list off, but the results are the same even when I do.
View attachment 35329
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I don't really know how to use forums but I got here by clicking on Yanfly's Bug report button. Hopefully im posting this in the right place.
Plugin Name: Battle Engine Core
Stuff over laps in the Area where the HPs are displayed.
I attached some files to show the bug and the order of my installed plugins.
Oh and I forgot to turn the two plugins at the bottom of the list off, but the results are the same even when I do.
View attachment 35329
View attachment 35330
You're responsible for the screen real estate in your own game. As I've given you various options to choose how the ATB bars appear and the ability to change the game's resolution, it is up to you to use it. If you intentionally choose the smallest options, then these plugins aren't for you. This is not a bug.
the shear number of strategies this adds to a player...... makes it a phenominal skill :D but how will it work when your enemies have access to this amazing skill :D
also will this negate any other note tags on the skill like critical damage bonus from your critical control plug in?
It won't. The <Damage Formula> notetag is just an extension of the damage formula box. -
I'm at a loss on this one. There seems to be some sort of issue with Weapon Unleash? I honestly wish I could figure this one out but something is going on. So basically I have a pistol, and sometimes when it fires it will do a double-tap. Here's the setup:
I have a Weapon, it looks like this (the 100% is for testing obviously):
<Replace Attack: 5>
<Weapon Unleash 100%: 6>
<Durability: 15>
<Critical Multiplier: 250%>
<Passive State: 14>
The skill it replaces the default attack with is this:
<Command Text: Fire Pistol>
<User Weapon Durability: -1>
<Item 10 Cost: 1>
So far so good. Everything behaves as expected. However, unleash refuses to use the weapon or character animation. Instead instead it plays the skill charge and animations instead of the physical attack that it is set up in the database as. Try as I might I can't find a way to force it to use the right data either. If I swap skills 5 and 6 the problem doesn't change and skill 5 will behave like a skill instead of a physical attack.
I'm really not sure if this is intended behavior or not but it certainly appears broken. -
I'm at a loss on this one. There seems to be some sort of issue with Weapon Unleash? I honestly wish I could figure this one out but something is going on. So basically I have a pistol, and sometimes when it fires it will do a double-tap. Here's the setup:
I have a Weapon, it looks like this (the 100% is for testing obviously):
<Replace Attack: 5>
<Weapon Unleash 100%: 6>
<Durability: 15>
<Critical Multiplier: 250%>
<Passive State: 14>
The skill it replaces the default attack with is this:
<Command Text: Fire Pistol>
<User Weapon Durability: -1>
<Item 10 Cost: 1>
So far so good. Everything behaves as expected. However, unleash refuses to use the weapon or character animation. Instead instead it plays the skill charge and animations instead of the physical attack that it is set up in the database as. Try as I might I can't find a way to force it to use the right data either. If I swap skills 5 and 6 the problem doesn't change and skill 5 will behave like a skill instead of a physical attack.
I'm really not sure if this is intended behavior or not but it certainly appears broken.
Have you tried using <Cast Animation: 0> in the skill's note box? -
I'm at a loss on this one. There seems to be some sort of issue with Weapon Unleash? I honestly wish I could figure this one out but something is going on. So basically I have a pistol, and sometimes when it fires it will do a double-tap. Here's the setup:
I have a Weapon, it looks like this (the 100% is for testing obviously):
<Replace Attack: 5>
<Weapon Unleash 100%: 6>
<Durability: 15>
<Critical Multiplier: 250%>
<Passive State: 14>
The skill it replaces the default attack with is this:
<Command Text: Fire Pistol>
<User Weapon Durability: -1>
<Item 10 Cost: 1>
So far so good. Everything behaves as expected. However, unleash refuses to use the weapon or character animation. Instead instead it plays the skill charge and animations instead of the physical attack that it is set up in the database as. Try as I might I can't find a way to force it to use the right data either. If I swap skills 5 and 6 the problem doesn't change and skill 5 will behave like a skill instead of a physical attack.
I'm really not sure if this is intended behavior or not but it certainly appears broken.
weapon unleash is basicly using the skill as a skill instead of as an attack...... you might have to use action sequance pack to get it to work right -
Hiya, need help with the "YEP_EventMiniLabel" plugin Yanfly made. It works near perfectly, except for one issue which I can't figure out.
I tested this with a fresh download of the plugin, version 1.06, in a completely new project devoid of other plugins (the problem also happened in a project with several dozen plugins). When I have an event page that doesn't have a Mini Label comment attached, and then a switch occurs that changes that event to a different page that does have a Mini Label comment, the mini label shows up for perhaps less than a quarter of a second and then fades, triggering normally with range after that. The comment code for it is:
<Mini Label: Test>
<Mini Label Y Buffer: +1>
<Mini Label Range: 1>
Despite my character being outside the range specified in the mini label, the label appears briefly when the switch changing the event page is triggered. Attached are some screenshots, if anyone could help me out it would be greatly appreciated :)
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@Yanfly First thanks for fixing the Battle equip bug! Unfortunately, I found another one for you. :p
This time it is in the ItemUpgradeSlots v1.05. Steps are as follows:
1. Create two 3-slot items with various upgrade materials.
2. Upgrade the first item. It should work normally.
3. Upgrade the second item. After adding the first upgrade the upgrade screen no longer updates correctly and you can add infinite upgrades, ending up with something like this:

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Buffs & States Core >> State Categories
Features and How to Use:
This plugin allows you to set categories for your states. They can be one category, multiple categories, or no categories. With this in mind, there's a few new features this plugin provides that pertains to this category system such as removal of states under a certain category and the ability to have them bypass certain key removal aspects such as on Death removal or Recover All removal.
Plugin and Instructions: http://yanfly.moe/2016/04/03/yep-89-state-categories/ -
@Yanfly First thanks for fixing the Battle equip bug! Unfortunately, I found another one for you. :p
This time it is in the ItemUpgradeSlots v1.05. Steps are as follows:
1. Create two 3-slot items with various upgrade materials.
2. Upgrade the first item. It should work normally.
3. Upgrade the second item. After adding the first upgrade the upgrade screen no longer updates correctly and you can add infinite upgrades, ending up with something like this:
***Cannot Reproduce Error
Since I cannot reproduce the error, I'm going to ask you to do the following.
1. Download all the newest updates of the plugin.
2. Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project.
3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Use http://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.
4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them.
5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.
6. Make sure they're in the right order listed on http://yanfly.moe/yep/
7. Recreate the error.
8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.
9. Upload the project online (do -not- deploy it) to a website like MediaFire.com or Mega.co.nz or Dropbox. Please do not use a website that involves timers like 4shared, RapidShare, etc.
10. Post the link here and I'll take a look at it.
Thanks for helping! -
Buffs & States Core >> State Categories
Features and How to Use:
This plugin allows you to set categories for your states. They can be one category, multiple categories, or no categories. With this in mind, there's a few new features this plugin provides that pertains to this category system such as removal of states under a certain category and the ability to have them bypass certain key removal aspects such as on Death removal or Recover All removal.
Plugin and Instructions: http://yanfly.moe/2016/04/03/yep-89-state-categories/
OH YEAH!!!!!!!!!!!!! now i just need to get a plug in to work with this (making a set of ailments that after its host dies it moves onto a random target on the battle field) this plug in will make that so much more fun :D and easier.... -
great plugin, i'll be using this one!
Hey yanfly, I had a question for your gab window plugin, I was wondering if you know of a way to make the window pop up randomly, whether it's by a step count or by a timer of some sort, just to have some fun banter between characters while walking around the world map and such. I can't seem to get anything like this to work properly. -
Buffs & States Core >> State Categories
Features and How to Use:
This plugin allows you to set categories for your states. They can be one category, multiple categories, or no categories. With this in mind, there's a few new features this plugin provides that pertains to this category system such as removal of states under a certain category and the ability to have them bypass certain key removal aspects such as on Death removal or Recover All removal.
Plugin and Instructions: http://yanfly.moe/2016/04/03/yep-89-state-categories/
Oh wow. Is it possible for me to use this plugin to create a skill that deals more damage based on how many negative states the target has? I already have a working version of it which looks something like this:
Spoiler<damage formula>
value = 200 + a.mat * 4 - b.mdf * 2;
if (target.isStateAffected(5)) {
value *= 1.5;
}
if (target.isStateAffected(12)) {
value *= 1.5;
}
</damage formula>
But the problem is that it ends up becoming an extremely long notetag because it has to check for every single state that I want it to check for, which means I have to add the below line of code over and over again...
if (target.isStateAffected(x)) {
value *= 1.5;
}
So I'm hoping that maybe if I use this plugin, that it will drastically shorten it. Please let me know if this is possible! -
Oh wow. Is it possible for me to use this plugin to create a skill that deals more damage based on how many negative states the target has? I already have a working version of it which looks something like this:
Spoiler<damage formula>
value = 200 + a.mat * 4 - b.mdf * 2;
if (target.isStateAffected(5)) {
value *= 1.5;
}
if (target.isStateAffected(12)) {
value *= 1.5;
}
</damage formula>
But the problem is that it ends up becoming an extremely long notetag because it has to check for every single state that I want it to check for, which means I have to add the below line of code over and over again...
if (target.isStateAffected(x)) {
value *= 1.5;
}
So I'm hoping that maybe if I use this plugin, that it will drastically shorten it. Please let me know if this is possible!
wow that skill is op....... 3 status ailments and it becomes base + 50% + 50% + 50% might as well keep the character with a minimum of 3 negative ailments at all time -
wow that skill is op....... 3 status ailments and it becomes base + 50% + 50% + 50% might as well keep the character with a minimum of 3 negative ailments at all time
Well, it's not finalized yet lol. I'm still trying to find a good middle ground so it won't be too weak or too strong, so it's more of just an example.