[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 180 of 309 View original ↗
  1. Yanfly said:
    Thanks, I'll take a look at this.

    thanks yanfly
    i been waiting the whole day for the fix :D
  2. Hi there fluffy yanfly...I'm Jomaru and a college student in the philippines...I created a thesis using RPG Maker MV and your plugins...and i'm wondering what algorithms are used in your scripts


    the plugins that I used is 


    Battle Engine core


    Battle AI core


    Core engine


    Damage core


    Enemy Levels


    Equip core


    Event mini label


    Extra param formula


    gab window


    Item core


    Main menu manager


    Message core


    Picture common events


    Region restriction


    Shop menu core


    Skill core


    Status menu core


    Taunt


    Weapon animation


    Weapon unleash


    and many more...


    So i'm hoping you can tell me the algorithms that you used...and since i have no knowledge about javascripts please forgive me for my idiocy


    thanks fluffy yanfly and your a God
  3. Hello Yanfly. In the AI Core plugin, if you use Highest TP for targeting, the game crashes. Seems to be an out of bounds


    TypeError: Cannot read property '6' of undefined
    at Game_Actor.paramBase (rpg_objects.js:3832)
    at Game_Actor.paramBase (YEP_CoreEngine.js:1096)
    at Game_Actor.Game_BattlerBase.param (rpg_objects.js:2441)
    at Function.AIManager.setHighestParamTarget (YEP_BattleAICore.js:990)
    at Function.AIManager.setProperTarget (YEP_BattleAICore.js:824)
    at Function.AIManager.conditionAlways (YEP_BattleAICore.js:1160)
    at Function.AIManager.passAIConditions (YEP_BattleAICore.js:1092)
    at Function.AIManager.isDecidedActionAI (YEP_BattleAICore.js:748)
    at Game_Enemy.setAIPattern (YEP_BattleAICore.js:586)
    at Game_Enemy.makeActions (YEP_BattleAICore.js:567)


    Example:

    Code:
    <AI Priority>
    Always: AISkill, Highest TP
    </AI Priority>
  4. Thank you for the update, Yanfly! Now my character correctly starts the game with 0 EXP when using Class Base Paramters to set the EXP curve.


    However, I still have a problem. Or maybe I just misunderstand the functionality of the plugin?


    I'm still using this formula:


    <Custom Class Parameters>


    exp = level * 5 + 15;


    </Custom Class Parameters>


    The first level up correctly requires 20 EXP. However, every level up after that just seems to require 5 EXP! Is my formula wrong or is there still a bug in the plug-in?


    Hope I can help. Thank you so much for all your awesome plug-ins!
  5. slycode said:
    @Yanfly, thanks for your amazing scripts, I've been having some problems with my code/Skill Learn System plugin. Can you take a look at it on the previous page and help me out? I haven't had much luck with it. Thanks!



    Sorry, but this thread is only for support for code that I've personally provided. Lunatic Mode that isn't provided by me won't be supported by me either as per the post on the front page: 


    NOTE: I'll only provide support for my own plugins and code that I, myself, have provided. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. That said, any modifications you've made to the plugins itself, any custom Lunatic Mode code you've made yourself that isn't provided by me, or problems with the source code will not be supported by me either.


    NOTE2: As I've stated before in the previous note, I'll only provide support for my own codes that I, myself, have provided. To make this clear, this means strictly the plugins I've made and any code for Lunatic Mode that I, personally, have provided through Tips & Tricks. I am not responsible for any coding errors, coding roadblocks, or code questions that you come across within your own Lunatic Mode code. Unless the Lunatic Mode notetag itself has a bug, you are to ask your questions here.


    ---

    DreamX said:
    Hello Yanfly. In the AI Core plugin, if you use Highest TP for targeting, the game crashes. Seems to be an out of bounds



    TypeError: Cannot read property '6' of undefined
    at Game_Actor.paramBase (rpg_objects.js:3832)
    at Game_Actor.paramBase (YEP_CoreEngine.js:1096)
    at Game_Actor.Game_BattlerBase.param (rpg_objects.js:2441)
    at Function.AIManager.setHighestParamTarget (YEP_BattleAICore.js:990)
    at Function.AIManager.setProperTarget (YEP_BattleAICore.js:824)
    at Function.AIManager.conditionAlways (YEP_BattleAICore.js:1160)
    at Function.AIManager.passAIConditions (YEP_BattleAICore.js:1092)
    at Function.AIManager.isDecidedActionAI (YEP_BattleAICore.js:748)
    at Game_Enemy.setAIPattern (YEP_BattleAICore.js:586)
    at Game_Enemy.makeActions (YEP_BattleAICore.js:567)


    Example:



    <AI Priority>
    Always: AISkill, Highest TP
    </AI Priority>



    Thanks for the catch, Dream! I'll get this fixed by tonight.


    ---

    Superhiro_Nik said:
    Thank you for the update, Yanfly! Now my character correctly starts the game with 0 EXP when using Class Base Paramters to set the EXP curve.


    However, I still have a problem. Or maybe I just misunderstand the functionality of the plugin?


    I'm still using this formula:


    <Custom Class Parameters>


    exp = level * 5 + 15;


    </Custom Class Parameters>


    The first level up correctly requires 20 EXP. However, every level up after that just seems to require 5 EXP! Is my formula wrong or is there still a bug in the plug-in?


    Hope I can help. Thank you so much for all your awesome plug-ins!



    That's your formula's issue. All formulas follow the arithmetic rule of PEDMAS.
  6. yanfly i would like to give another error for your classbaseparam


    the status menu was fixed and the experiance seems to math correctly..... the problem however is for the other stats.....


    for MHP, MMP, ATK, DEF, MAT, MDF, AGI dont calculate right unless you use level * X in your formula and even then when i go to change equipment i cant remove any gear or change cuase the result will = NaN from any change for those same stats........i can add gear and they will function properly but after that they cant be removed and it only displays NaN but when i turn off the plug in it works normally.........
  7. Ahhh, I get it now. The EXP formula sets the TOTAL exp needed for level up, right? I think it might be helpful to clarify that a bit in the plug-in description. As it reads now, it's a bit unclear.


    Thank you very much for your help and I hope I wasn't too much of a bother.
  8. HIho I need a littel help with your plugin for


    Special Parameter Formula


    Once i Implement it, all works fine.


    Can Look at it inside the Status Winow once i Click on Parametes.


    but once i Try to modify Parameters like you wrote on your page Lets say i change


    — PDR —(base + plus) * rate + flat 


    to


    — PDR —(base + plus) * rate + flat – (user.def / 4000)


    and than look inside the Status Winow once i Click on Parametes


    I get an Unexpected token Illegal


    this is the Error Log :


    SyntaxError: Unexpected token ILLEGAL
        at Game_Actor.Game_BattlerBase.sparam (YEP_SpecialParamFormula.js:544)
        at Game_Actor.Object.defineProperties.pdr.get (rpg_objects.js:2169)
        at Window_StatusInfo.drawAttributeData (YEP_StatusMenuCore.js:1155)
        at Window_StatusInfo.drawAttributesInfo (YEP_StatusMenuCore.js:1076)
        at Window_StatusInfo.drawAttributes (YEP_StatusMenuCore.js:1034)
        at Window_StatusInfo.drawInfoContents (YEP_StatusMenuCore.js:662)
        at Window_StatusInfo.drawInfoContents (YEP_X_ActorVariables.js:340)
        at Window_StatusInfo.drawInfoContents (YEP_X_BattleStatistics.js:351)
        at Window_StatusInfo.drawInfoContents (YEP_X_ProfileStatusPage.js:334)
        at Window_StatusInfo.refresh (YEP_StatusMenuCore.js:645)


    SceneManager.catchException rpg_managers.js:1618


    SceneManager.update nrpg_managers.js:1579


    hope you can Help me with that.
  9. Crimson Dragon Inc. said:
    yanfly i would like to give another error for your classbaseparam


    the status menu was fixed and the experiance seems to math correctly..... the problem however is for the other stats.....


    for MHP, MMP, ATK, DEF, MAT, MDF, AGI dont calculate right unless you use level * X in your formula and even then when i go to change equipment i cant remove any gear or change cuase the result will = NaN from any change for those same stats........i can add gear and they will function properly but after that they cant be removed and it only displays NaN but when i turn off the plug in it works normally.........



    I'm having zero problems with this and haven't gotten any other reports about. Are your formulas JavaScript legal?


    ---

    Lilian said:
    HIho I need a littel help with your plugin for


    Special Parameter Formula


    Once i Implement it, all works fine.


    Can Look at it inside the Status Winow once i Click on Parametes.


    but once i Try to modify Parameters like you wrote on your page Lets say i change


    — PDR —(base + plus) * rate + flat 


    to


    — PDR —(base + plus) * rate + flat – (user.def / 4000)


    and than look inside the Status Winow once i Click on Parametes


    I get an Unexpected token Illegal


    this is the Error Log :


    SyntaxError: Unexpected token ILLEGAL
        at Game_Actor.Game_BattlerBase.sparam (YEP_SpecialParamFormula.js:544)
        at Game_Actor.Object.defineProperties.pdr.get (rpg_objects.js:2169)
        at Window_StatusInfo.drawAttributeData (YEP_StatusMenuCore.js:1155)
        at Window_StatusInfo.drawAttributesInfo (YEP_StatusMenuCore.js:1076)
        at Window_StatusInfo.drawAttributes (YEP_StatusMenuCore.js:1034)
        at Window_StatusInfo.drawInfoContents (YEP_StatusMenuCore.js:662)
        at Window_StatusInfo.drawInfoContents (YEP_X_ActorVariables.js:340)
        at Window_StatusInfo.drawInfoContents (YEP_X_BattleStatistics.js:351)
        at Window_StatusInfo.drawInfoContents (YEP_X_ProfileStatusPage.js:334)
        at Window_StatusInfo.refresh (YEP_StatusMenuCore.js:645)


    SceneManager.catchException rpg_managers.js:1618


    SceneManager.update nrpg_managers.js:1579


    hope you can Help me with that.



    If you're copy pasting from the Wordpress site, then the minus sign has formatted differently. Replace the minus sign with something you personally typed from your keyboard. Make sure that whenever you copy/paste something, copy/paste it from the help file for best accuracy.
  10. Lilian said:
    Special Parameter Formula


    Once i Implement it, all works fine.


    Can Look at it inside the Status Winow once i Click on Parametes.


    but once i Try to modify Parameters like you wrote on your page Lets say i change


    — PDR —(base + plus) * rate + flat 


    to


    — PDR —(base + plus) * rate + flat – (user.def / 4000)


    and than look inside the Status Winow once i Click on Parametes


    I get an Unexpected token Illegal

    I'm not 100% sure, but I think that you might be using em dash instead of en dash (i.e. a longer dash instead of the usual dash: compare this – to this - ). The latter is what you should be using as a "minus sign" to subtract values.
  11. Tips & Tricks - Undead










    Ever wanted to make undead monsters take damage from healing abilities? With the Selection Control plugin made, the ability to select enemies with healing skills is now possible! And that means it's time to do our Undead effect!


    Copy and paste code here: http://yanfly.moe/2016/04/27/tips-tricks-undead-final-fantasy/
  12. Yanfly said:
    Tips & Tricks - Undead










    Ever wanted to make undead monsters take damage from healing abilities? With the Selection Control plugin made, the ability to select enemies with healing skills is now possible! And that means it's time to do our Undead effect!


    Copy and paste code here: http://yanfly.moe/2016/04/27/tips-tricks-undead-final-fantasy/

    What If I want the Opposite? An Attack skill is converted into recovery?
  13. Yanfly said:
    I'm having zero problems with this and haven't gotten any other reports about. Are your formulas JavaScript legal?





    well the formulas i'm using are


    for exsample


    (((str*1.2)+(Dex*1.1))*1.2) + 4 they calculate right on first level with a slight calculation error of +4 more then the formula gives at level 1 (character starts with 5 str and 6 dex)


    but even if i increase str by 100 points the atk stat remains unchanged.....and at level up due to his weapon he gains +3 to all additional statistics added in......his stats only increase by what the weapon gains every level and the other stats stay stagnent even though the value of str and dex increase every level but if i make the formula 


     level * (((str*1.2)+(Dex*1.1))*1.2) + 4 or (((str*1.2)+(Dex*1.1))*1.2) + 4 + level * 4 it calculates correctly.......


    though that could be an error with the plug in that adds the stats.......since the other plug in from him doesnt work at all.........


    but that doesnt change the equipment problem.... even using the formula in the help file the character stats show right on the left side and when you go to see the stat change with a diff gear you get  current stat -> Nan for all stats except luck......
  14. Yeah you where right, it was just a Formation error but it wasnt just the -.


    + / . and () where all wrong xD well was just my bad sorry for the wrong call.


    I have a Sin Sloth ^^ and didn't want to tip to mutch now after tiping all in manualy it works ........ still thanks.


    My Bad Sorry again.
  15. Yanfly said:
    1. ExtMesPack1 - Yes, this is an intended effect as the plugin command/script call is meant to be an alternative for those who aren't using switches. But you raise a good point about synching the two and referencing the switch. I can make this change.


    2. You may have taken the line of code out from the plugin itself, but you're skipping several steps that make an item augmentable, which is why it's crashing for you.

    Awesome!  Thanks for the response. :)


    I'll go back to your file and try to figure out what the earlier steps are.
  16. @ Yanfly


    I noticed that the Tips & Tricks "Bide" creates problems with the ATB !!!  :(
  17. Hey Yanfly,


    First off, I love your scripts! :)


    And I have a question cause it seems I can't find the solution myself.


    I started to use 'class change core' and 'subclass' plugins.


    Now, what I would like to do is, the 'Hero' can't use 'Heal' but with the subclass 'Priest' he can.


    After a long while it worked.


    But now I just can't get the skill 'Heal' work on my 'Priest' anymore.


    These are the notetags I used on the skill 'Heal'; 


    <Require Class: 4, 1>


    <Require Subclass: 4>


    I really dont know if thats alright, I never used notetags and those 'coding'. :p


    Thanks anyway for reading,


    DragoHorse
  18. One more question in regard to the Augment plugin - What I'm trying to do is set up a character so that they start with an augment already in place on an item when they are first added to the party.  Or a special item is acquired that already has the augment (for lore purposes) which can then be removed from the item and used elsewhere.  The ability to have the augment already attached to something has immense story-telling potential.  


    Is there a way to do that with the plugin as it already is (and I'm just too dense to figure it out yet)?  If not, is it something you would consider adding to the plugin?


    Thank you!
  19. Hey Yanfly,


    For those of us who want to make a custom title screen... Is there any way to call the Credits Page window though a Javascript/Plugin call? 
  20. ShidoLionheart said:
    What If I want the Opposite? An Attack skill is converted into recovery?



    Replace 'isHpEffect' with 'isDamage'.


    ---

    Crimson Dragon Inc. said:
    well the formulas i'm using are


    for exsample


    (((str*1.2)+(Dex*1.1))*1.2) + 4 they calculate right on first level with a slight calculation error of +4 more then the formula gives at level 1 (character starts with 5 str and 6 dex)


    but even if i increase str by 100 points the atk stat remains unchanged.....and at level up due to his weapon he gains +3 to all additional statistics added in......his stats only increase by what the weapon gains every level and the other stats stay stagnent even though the value of str and dex increase every level but if i make the formula 


     level * (((str*1.2)+(Dex*1.1))*1.2) + 4 or (((str*1.2)+(Dex*1.1))*1.2) + 4 + level * 4 it calculates correctly.......


    though that could be an error with the plug in that adds the stats.......since the other plug in from him doesnt work at all.........


    but that doesnt change the equipment problem.... even using the formula in the help file the character stats show right on the left side and when you go to see the stat change with a diff gear you get  current stat -> Nan for all stats except luck......



    It's not a bug with my plugin then. Copy paste the formulas inside of the helpfile:


    <Custom Class Parameters>
    maxhp = level * 30 + 300;
    maxmp = level * 20 + 150;
    atk = level * 15 + 15;
    def = level * 11 + 16;
    mat = level * 12 + 14;
    mdf = level * 10 + 13;
    agi = level * 14 + 15;
    luk = level * 13 + 12;
    exp = level * 100;
    </Custom Class Parameters>


    Those are giving me absolutely zero problems. You'll have to find a solution with the creator of that plugin. If you can't come up with a solution, then this plugin isn't the right one for you.


    ---

    Lionheart_84 said:
    @ Yanfly


    I noticed that the Tips & Tricks "Bide" creates problems with the ATB !!!  :(


    Explain? If you don't explain, I can't help.


    ---

    DragoHorse said:
    Hey Yanfly,


    First off, I love your scripts! :)


    And I have a question cause it seems I can't find the solution myself.


    I started to use 'class change core' and 'subclass' plugins.


    Now, what I would like to do is, the 'Hero' can't use 'Heal' but with the subclass 'Priest' he can.


    After a long while it worked.


    But now I just can't get the skill 'Heal' work on my 'Priest' anymore.


    These are the notetags I used on the skill 'Heal'; 


    <Require Class: 4, 1>


    <Require Subclass: 4>


    I really dont know if thats alright, I never used notetags and those 'coding'. :p


    Thanks anyway for reading,


    DragoHorse



    When you use the <Require Subclass: x> notetag, that makes the skill into a subclass only skill.


    ---

    thechancellor said:
    Hey Yanfly,


    For those of us who want to make a custom title screen... Is there any way to call the Credits Page window though a Javascript/Plugin call? 



    The credits menu is automatically tied to the command window so there should be no need to do that. If the custom title screen plugin maker removes or rewrites the whole entire command window, I'm afraid you'll have to ask the plugin maker for help about that.