[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 167 of 309 View original ↗
  1. ToastyCheese said:
    Ever the beautiful bunny-thing. 

    A question with regards to the skill equip system - would it be possible to add a tag for skills that would make them always available / work outside the skill equipment system? I feel this would really make the system more versatile as a whole because it could then for instance only be used as an equip passive system or some other thing while keeping access to certain skills constant (think passive abilities from FF9)

    Isn't that what you're looking for ? (didn't tested, I just judged from the description)


    <Unequippable>
    This skill cannot be equipped no matter what.
  2. About the new plugins (EquipSkill and EquipSkillTiers), I saw a notetag for increasing the limit. But is there a way to make it work through levels?


    E.g. I want my character to have 2 skill slots (of X tier) at level 1 but 4 at level 5.
  3. Hey Yanfly,


    Found a bug with Equip Skills/Tiers.


    The <Hide in Field> notetag has no effect on what shows up in the Equip Skill list. 


    @Pine Towers 
    That'll require some eventing. Yanfly has plugin commands to increase skill slots for specific actors. You'll have to create a common event that runs on a parallel process (make sure it only runs when a switch is turned on). Make a conditional branch to check when each actor has reached a certain level, and run that plugin command at the desired level. Then just turn the switch off after the plugin command is run.
  4. thechancellor said:
    Hey Yanfly,


    Found a bug with Equip Skills/Tiers.


    The <Hide in Field> notetag has no effect on what shows up in the Equip Skill list. 





    thats not a bug, even if you want the skill hidden in the field you have to be able to select it for equipping it
  5. Crimson Dragon Inc. said:
    thats not a bug, even if you want the skill hidden in the field you have to be able to select it for equipping it



    Right. Didn't look at it from outside of my own perspective and how I was using the notetag in my game. My mistake. 

    However, there should definitely be a notetag to hide certain skills from this particular menu. Going back to Yanfly's Tips and Tricks videos (specifically, Stat Upgrades), if you want certain skills to be purchasable, but not equipped... Then this kinda screws things up.


    EDIT: False alarm I guess. I was under the impression that the <Learn Skill> notetag for classes didn't have any effect unless that particular class had access to those through skill type. Turns out that it doesn't matter. I had no idea. Always remembered the VX Ace version working differently. :)
  6. thechancellor said:
    Right. Didn't look at it from outside of my own perspective and how I was using the notetag in my game. My mistake. 

    However, there should definitely be a notetag to hide certain skills from this particular menu. Going back to Yanfly's Tips and Tricks videos (specifically, Stat Upgrades), if you want certain skills to be purchasable, but not equipped... Then this kinda screws things up.



    There's an <unequippable> tag in Equip Battle Skills.
  7. Yanfly said:
    There's an <unequippable> tag in Equip Battle Skills.



    I didn't think to try it. I thought it would have greyed out the option instead of hiding it completely. Either way, the problem can be solved multiple ways. Excuse my oversight. Love the plugin!  :)
  8. How can I make it so only the main character/Actor1 can change classes with the Class Menu?
  9. Notetags <Hide if Learned Skill: x>  aren't working with Equip Battle Skills plugin.
  10. this is about your skill equip plug in...... and the supliment teirs plug in.....


    is there a way to set it up so that characters have their own teirs? like one character has song magic and dances to heal, buff, debuff, dibilitate, and damage, but i want players to have to use a mix of song magic and dances instead of just loading up on one or the other.....


    and same with my mage was hoping to set it up where players cant just load up on one element or spell type......
  11. Hi, sorry for my bad english, I'm Italian.


    I have a question for the plugin YEP_SaveEventLocation.


    Follow my guide with pictures to understand my example:


    1zggfw1.png


    I created a map with 3 events that use the plugin YEP_SaveEventLocation.


    2zoj2wz.png


    okc0ms.png


    205htf.png


    v2s5mw.png


    33dggld.png


    2hs27mw.png


    30ho9ah.png


    2j1uf6t.png


    Having said this I ask: you can modify the plugin to save the location of the events, with the command event itinerary, run from a common event?


    Thanks for the attention, sorry again for the bad english and sorry for the too many illustrative images, but it was the only way I could explain the problem well.
  12. Looks like it's a lot surprise plugin time. I'm confident you'll still do an awesome job. I hope that some of your ideas in previous polls won't get abandoned though.
  13. I'm sorry if this is not the place for requests but... could you do a plugin like "Profile Status Page" but for items? So that by selecting an item we have a command (or any way you would like,a separate menu, a special key, whatever) to show a page with item pic, information and lore/text/etc?
  14. I think you're in the wrong thread.
  15. raoniluna said:
    I'm sorry if this is not the place for requests but... could you do a plugin like "Profile Status Page" but for items? So that by selecting an item we have a command (or any way you would like,a separate menu, a special key, whatever) to show a page with item pic, information and lore/text/etc?



    http://yanfly.moe/2015/10/27/plugin-updates-item-book-compatibility/

    Closest thing to it. 
  16. Hi.


    Regarding YEP_X_CounterControl V1.02 (I also have your battle core V1.34a installed and both are turned on),


    When in a side view battle and an enemy attacks my character, my character does the intended counter skill but immediately after the counter skill is complete my enemy attacks again (It is not a second counter that the enemy is using. I've confirmed the enemy has no counter parameter attached to them and I also used the <Cannot Counter> note tag in my skill that is used when my character uses a counter, just to be sure).


    In the front view mode I don't have this problem however.


    I tried creating a new project and only installing those two plugins to be sure it wasn't being caused by an outside influence and I downloaded and applied the latest versions of the updates today.


    Any help with why this could be happening would be greatly appreciated! 
  17. @Debbo: That's the default behavior of the engine. You'll need a plug-in from someone else to keep event positions, and I think Shaz has one for MV.
  18. I just started looking into your scripts recently for MV. I have been busy with VX Ace for the last while. I just wanna say good job! I am using quite a bit of your scripts in my new MV game, Project: Genesis. Is there any chance that you may do an esper script like FF6? There is one for ace, but nothing for MV yet. Anyways, good Job @Yanfly and keep up the good work!
  19. Crimson Dragon Inc. said:
    this is about your skill equip plug in...... and the supliment teirs plug in.....


    is there a way to set it up so that characters have their own teirs? like one character has song magic and dances to heal, buff, debuff, dibilitate, and damage, but i want players to have to use a mix of song magic and dances instead of just loading up on one or the other.....


    and same with my mage was hoping to set it up where players cant just load up on one element or spell type......



    There isn't. The tiers are universal. You can change the amount of slots each actor has per tier though.


    ---

    Debbo said:
    Hi, sorry for my bad english, I'm Italian.


    I have a question for the plugin YEP_SaveEventLocation.


    Follow my guide with pictures to understand my example:





    I created a map with 3 events that use the plugin YEP_SaveEventLocation.








    205htf.png

















    Having said this I ask: you can modify the plugin to save the location of the events, with the command event itinerary, run from a common event?


    Thanks for the attention, sorry again for the bad english and sorry for the too many illustrative images, but it was the only way I could explain the problem well.



    ***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!


    ---

    BloodletterQ said:
    Looks like it's a lot surprise plugin time. I'm confident you'll still do an awesome job. I hope that some of your ideas in previous polls won't get abandoned though.



    Everything will eventually get made. However, I'll be focusing on utility plugins for the time being. A common trend I saw was that any plugin with the words "Common Event" in their name got ignored in the polls for a very long time until either I had to personally pick it myself or the community as a whole decided to finally pool in their votes on the plugin (most of the time, the former had to occur).


    ---

    raoniluna said:
    I'm sorry if this is not the place for requests but... could you do a plugin like "Profile Status Page" but for items? So that by selecting an item we have a command (or any way you would like,a separate menu, a special key, whatever) to show a page with item pic, information and lore/text/etc?



    From the front post of this thread:


    THIS THREAD WILL BE USED FOR UPDATES AND BUG REPORTS!


    This thread is NOT a request thread. Requests include new plugins, new features for existing plugins, and features that you personally think should exist but currently do not. If you want requests, visit the proper subforum for it; this thread is not the place to do so.


    ---

    brendonx said:
    Hi.


    Regarding YEP_X_CounterControl V1.02 (I also have your battle core V1.34a installed and both are turned on),


    When in a side view battle and an enemy attacks my character, my character does the intended counter skill but immediately after the counter skill is complete my enemy attacks again (It is not a second counter that the enemy is using. I've confirmed the enemy has no counter parameter attached to them and I also used the <Cannot Counter> note tag in my skill that is used when my character uses a counter, just to be sure).


    In the front view mode I don't have this problem however.


    I tried creating a new project and only installing those two plugins to be sure it wasn't being caused by an outside influence and I downloaded and applied the latest versions of the updates today.


    Any help with why this could be happening would be greatly appreciated! 



    ***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!