[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 164 of 309 View original ↗
  1. Sorry to return, I don't have a bug per say but more of a question and I'm not entirely sure where I should post it. My question is, is it possible to use the battle A.I. core to PREVENT an ability from being used. Say I have an ability that kills the player in a few turns (Doom), but if the player is at half HP I'd rather the ability not be used and just focus on killing them through damage. Is this possible, I watched the video multiple times but am not sure how to do it. Again, sorry it's not a bug, just kinda lost.
  2. Okay, I think I must have missed an update or something because Animated SV Enemies isn't working. My Sideview Battlers aren't showing up (they're using the standard RTP battlers instead), the enemies that aren't sideview actors aren't breathing even when I enable <Breathing> in the Notetags. I tried turning the plugin off and on again, and nothing changed. *scratches head* Did I miss something recently? Was there an update I missed? Because this wasn't happening before...
  3. Little Adventurer said:
    Okay, I think I must have missed an update or something because Animated SV Enemies isn't working. My Sideview Battlers aren't showing up (they're using the standard RTP battlers instead), the enemies that aren't sideview actors aren't breathing even when I enable <Breathing> in the Notetags. I tried turning the plugin off and on again, and nothing changed. *scratches head* Did I miss something recently? Was there an update I missed? Because this wasn't happening before...

    Did you downloaded : Battle engine core and the 3 sequences packs then putted the Sideview battler plugin under it ?
  4. Yep! I use pretty much all of the plugins Yanfly has. I check the website every day for updates, and I'm supporting them on Patreon too...
  5. I'm using Yanfly's CTB. When I cast a skill that paralyzes all the enemies only the first enemy loses the turn.


    They all get hit and get the state icon hovering over their battlers but, as soon as the first enemy loses his turn, the state is removed from all the enemies at the same time, and the second enemy attacks me. It works fine against single targets.


    Is this a known bug or am I missing something? I swear I've spent hours on the internet and playtesting before asking here.


    Thanks!
  6. Little Adventurer said:
    Yep! I use pretty much all of the plugins Yanfly has. I check the website every day for updates, and I'm supporting them on Patreon too...

    Try to check her demo then, most of the time I find my answers of how to use her plugin in her demo.
  7. Lance Skyes said:
    My issue isn't necessarily a bug strictly related to any of your plugins, but I think either the Item Core or Equip Core (or both) is making it so that an actor's "Initial" weapons and armors don't equip when they're added to the party. I tried using the <Not Independent item> notetag, but that didn't help at all.


    Is it an issue with the plugin(s) itself, or does it create a "rule" that the item has to be in the party's inventory before it can be equipped? Again, this is for the "Initialize" function, not the "Change Equipment" command.



    Hi, did you try all of these steps? Try them out and see if it fixes it for you.


    BASIC TROUBLE SHOOTING


    1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/


    2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.


    3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?


    4. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager? 


    You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video:http://yanfly.moe/yep/changelog/


    Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.


    5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.


    6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.


    ---

    Zerothedarklord said:
    Just in case it was missed.



    The whole thing can be basic eventing. Make a conditional branch that checks if the switch for jumping is off. Put in the plugin command there to jump. Then turn on a switch that will now prevent the smart jump from occurring. If you need more help with this, I suggest paying a visit over to the MV Support forum where you can get some more information on basic eventing: http://forums.rpgmakerweb.com/index.php?/forum/129-rpg-maker-mv/


    ---

    CursedFoxfire said:
    Sorry to return, I don't have a bug per say but more of a question and I'm not entirely sure where I should post it. My question is, is it possible to use the battle A.I. core to PREVENT an ability from being used. Say I have an ability that kills the player in a few turns (Doom), but if the player is at half HP I'd rather the ability not be used and just focus on killing them through damage. Is this possible, I watched the video multiple times but am not sure how to do it. Again, sorry it's not a bug, just kinda lost.



    You can make the conditions check to see if the target's HP is above 50%.


    ---

    Little Adventurer said:
    Okay, I think I must have missed an update or something because Animated SV Enemies isn't working. My Sideview Battlers aren't showing up (they're using the standard RTP battlers instead), the enemies that aren't sideview actors aren't breathing even when I enable <Breathing> in the Notetags. I tried turning the plugin off and on again, and nothing changed. *scratches head* Did I miss something recently? Was there an update I missed? Because this wasn't happening before...



    Try disabling all non-YEP plugins to see that fixes anything. It's very possible you have a conflicting plugin.


    ---

    oktchau said:
    I'm using Yanfly's CTB. When I cast a skill that paralyzes all the enemies only the first enemy loses the turn.


    They all get hit and get the state icon hovering over their battlers but, as soon as the first enemy loses his turn, the state is removed from all the enemies at the same time, and the second enemy attacks me. It works fine against single targets.


    Is this a known bug or am I missing something? I swear I've spent hours on the internet and playtesting before asking here.


    Thanks!



    Since I can't reproduce this, I'll have 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. Usehttp://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
  8. Equip Battle Skills


    Features and How to Use:










    This plugin creates a new gameplay mechanic where players have to choose which skills to bring into battle. They can select what skills to bring from the skill menu. In addition to being able to do that, equipped skills can also add bonuses such as stat stats and/or passive states.


    Plugin and Instructions: http://yanfly.moe/2016/04/08/yep-90-equip-battle-skills-rpg-maker-mv/ 
  9. I have question with the plugin Item Synthesis ...


    You can set the sound according to the items that is being created ???
  10. There's just one thing I don't like about the newest plugin, and that is removing the separation of different Skill Types from the battle menu and just classifying them all just as "Skills". I made those Skill Types unique to my classes, because I wanted them to be considered more than just generic "Skills" in name. For example, my Bard classes has two Skill Types, Songs and Trickery. The former is obvious, the latter is Thief-y skills since my Bards are kind of Rogue like. Which would stick out to the player more? Bard Songs, or just Skills? I think the former, because it tells you exactly what the class does rather than just have it generically listed as Skills.


    *shrugs* I dunno, I really like the idea because I can use it tactically: say I learn Fire 1, then Fire 2 later on, unless I give Fire 1 a unique trait, why would I ever use it again once I get Fire 2? Or say I'm in a dungeon, and coming up against a Fire themed boss, do you really think it's a good idea to have Fire skills in your skill slots when it'll do nothing to him? But that's just one thing that stuck out to me. Makes me think I made up those Skill Types for nothing.


    Is there any way to, btw, not access the Equip Skills thing in the menu until after you learn X number of skills? Because it wouldn't make logical sense to me to have the available at the start when my characters only have, say, 1 skill at their disposal. Like, only after learning their fifth/ninth skill would it unlock since now you have a decision to make.
  11. Yanfly said:
    Equip Battle Skills


    Features and How to Use:










    This plugin creates a new gameplay mechanic where players have to choose which skills to bring into battle. They can select what skills to bring from the skill menu. In addition to being able to do that, equipped skills can also add bonuses such as stat stats and/or passive states.


    Plugin and Instructions: http://yanfly.moe/2016/04/08/yep-90-equip-battle-skills-rpg-maker-mv/ 



    SSSSSSSSSSSSSSSSSQQQQQQQQQQUUUUUUUUUUUUUUUEEEEEEEEEEEEEE!!!!!!!!!!!!!!!!!!!!!!!!!!!!   *has a fangasm and then dies*


    this is EPIC....... hmm only thing i am worried about is how will it effect moogle_x passive skill plug in...... with this does the skill have to be equiped for the passive to take effect?
  12. So will we be able to make skills that add a skill type (i.e.: Fire Magic lets the one who has the skill equipped use fire magic) or is that going to be for a potential future plugin?
  13. I tested the latest plugin, Equip Battle Skills. I tried to use the Plugin Command to increase by one the number of skills an actor can equip, but it didn't work.
  14. BloodletterQ said:
    So will we be able to make skills that add a skill type (i.e.: Fire Magic lets the one who has the skill equipped use fire magic) or is that going to be for a potential future plugin?





    um actually its using the skills types set up in system and set up at what the actor can use with out the plug in........
  15. Little Adventurer said:
    Makes me think I made up those Skill Types for nothing.

     5 : 57 > Yanfly clearly wrote that the actor will equip the skill type that he can wears so that you setup in his class traits...
  16. Not sure if this is intentional but for the SkillLearnSystem, ALL the classes that are available to the actor show up whether they are relevant or not. They still show up even after I tried using the command "RemoveClass 5 7" in ClassChangeCore.


    In my case, I have the player select the character class once in the beginning, and the player cannot change this ever after. So even though 5 classes are unlocked for this actor, it is only relevant in the beginning, and should be removed after character creation. E.g. an actor is a Fighter, yet the Mage and other categories shows up as well during Skill Learn, which makes it very messy.


    It would be best if there is an option to show only the relevant classes. Or only show the menu for the current class of the actor.
  17. Yes, but judging from the video, the battle window just has them listed as Skills. Of course, I haven't gotten the plugin myself yet, so perhaps it is possible to change that to sound less generic per actor.
  18. oktchau said:
    I'm using Yanfly's CTB. When I cast a skill that paralyzes all the enemies only the first enemy loses the turn.


    They all get hit and get the state icon hovering over their battlers but, as soon as the first enemy loses his turn, the state is removed from all the enemies at the same time, and the second enemy attacks me. It works fine against single targets.


    Is this a known bug or am I missing something? I swear I've spent hours on the internet and playtesting before asking here.


    Thanks!


    Yanfly said:
    Since I can't reproduce this, I'll have to ask you to do the following:



    Oh, I realize what was wrong. I just had to turn Rubberband off. Thank you very much for all your plugins and sorry for the trouble : )
  19. Yanfly said:
    CursedFoxfire said:
    Sorry to return, I don't have a bug per say but more of a question and I'm not entirely sure where I should post it. My question is, is it possible to use the battle A.I. core to PREVENT an ability from being used. Say I have an ability that kills the player in a few turns (Doom), but if the player is at half HP I'd rather the ability not be used and just focus on killing them through damage. Is this possible, I watched the video multiple times but am not sure how to do it. Again, sorry it's not a bug, just kinda lost.



    You can make the conditions check to see if the target's HP is above 50%

    Ok. But I also want it to cast Doom on the player first if the player doesn't have Doom on them while about 50% HP. Would I put the "Check for absence of Doom State" on the AI priority list first or would I put the "Above 50%" condition first? So that it'll only cast it on the player while the player is above 50% AND doesn't already have the state on them.
  20. watermark said:
    Not sure if this is intentional but for the SkillLearnSystem, ALL the classes that are available to the actor show up whether they are relevant or not. They still show up even after I tried using the command "RemoveClass 5 7" in ClassChangeCore.


    In my case, I have the player select the character class once in the beginning, and the player cannot change this ever after. So even though 5 classes are unlocked for this actor, it is only relevant in the beginning, and should be removed after character creation. E.g. an actor is a Fighter, yet the Mage and other categories shows up as well during Skill Learn, which makes it very messy.


    It would be best if there is an option to show only the relevant classes. Or only show the menu for the current class of the actor.

    I want to know that too.


    Class plugin properly hide class that are not unlocked but I didn't saw similar option for the learn skill system.


    Did we missed something ?