[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 192 of 309 View original ↗
  1. Hi


    I need some help with the Buffs and States plugin. I got this problemo. :p


    when an actor kills an enemy my game crashes. I have included pics of my problem. My plugins are all in order like yanfly states on her site.


    When I turn the Buffs and States plugin off, all works fine?


    thanks

    Capture.PNG

    Capture1.PNG
  2. Lilian said:
    3 things I did try it with corrected notetag but misspelled it here .... still tryed it again .... still sameproblem.


    <Custom Passive Condition>


    if (user.hp / user.mhp <= 0.75) {


    condition = true;


    } else {


    condition = false;


    }


    </Custom Passive Condition>


    <Passive State: 500>


    still the same


    and second 


    <Passive Condition: HP Below 75%>


    <Passive State: 500>


    was spelled right.


    3 still the same 


    the moment i change classe with the class plugin (menü) into the other class i instandly get the state will still 100% HP.


    so i am a littel confused.

    Where are you placing the Notetags at? Are you placing them in the right boxes, because I just tested a Below 75% class change in a fresh file, and it worked.


    Make sure the Passive Condition Notetag is in the State's Notebox and the Passive State Notetag is in the Class' Notebox.
  3. Hikitsune-Red said:
    Where are you placing the Notetags at? Are you placing them in the right boxes, because I just tested a Below 75% class change in a fresh file, and it worked.


    Make sure the Passive Condition Notetag is in the State's Notebox and the Passive State Notetag is in the Class' Notebox.

    Arg i am stuipid thanks .... i miss read it and thougth both are in the same notetag ............


    now it works .......


    thanks ..... and sorry for the problem i may have caused.
  4. Using a combination of the ATB and Action Sequence plugins, I'm trying to create an attack that does an animation as soon as I select it, waits through the charge time, and then plays the remainder of the animation/effects. However, <setup action> triggers after the charge meter fills, and as I understand it, it's the first <x action> that triggers.


    Is there an action notetag that runs on selection of the ability, before charging? If not, is there any chance of adding one?
  5. Plugin Name: YEP_X_PartyLimitGauge


    Error Message: $gameparty is not defined


    How to Replicate Bug: In an event, used the plugin command: 

    Code:
    SetPartyLimitGaugeValue 400
  6. Ok so im using Buffs and states core and trying to use the apply note-tag to tell the player what the states does, like if the player become blinded it would show a message that says "Actor name is Blinded and their Hit Chance is reduced by 60%" i thought i could use user._name or target._name but both return undefined is there a way to do this?
  7. forteller said:
    Ok so im using Buffs and states core and trying to use the apply note-tag to tell the player what the states does, like if the player become blinded it would show a message that says "Actor name is Blinded and their Hit Chance is reduced by 60%" i thought i could use user._name or target._name but both return undefined is there a way to do this?

    Try using user.name()
  8. Sorry, everybody. I was out of town until I just got back a few hours ago.


    ---

    jchedges said:
    Hi Yanfly!


    I have two questions about the Common Event Menu.


    1. Is it possible to allow the player to move while the common event menu is open?


    2. Is there any way to have a parallel event close the common event menu?


    Thanks so much. I'm really enjoying this plugin. If I could figure out those two questions, the core mechanic of my game would be functioning perfectly.



    1. It isn't. When an event is running, even if it's a regular event not done by a plugin, the actor is locked.


    2. Nope.


    ---

    Roderick said:
    Using a combination of the ATB and Action Sequence plugins, I'm trying to create an attack that does an animation as soon as I select it, waits through the charge time, and then plays the remainder of the animation/effects. However, <setup action> triggers after the charge meter fills, and as I understand it, it's the first <x action> that triggers.


    Is there an action notetag that runs on selection of the ability, before charging? If not, is there any chance of adding one?



    Unfortunately there's no notetag that prompts an animation while it's charging.
  9. dragon3025 said:
    Plugin Name: YEP_X_PartyLimitGauge


    Error Message: $gameparty is not defined


    How to Replicate Bug: In an event, used the plugin command: 



    SetPartyLimitGaugeValue 400



    Thanks for the catch! I'll get this fixed.
  10. Hi yanfly,i'm new to your plugin.


    when i use row formation plugin, then i change the row/formation in battle. the enemy seems to go back to their original position.


    i assume this is because when i change row/formation, the plugins refresh the battle formation for both enemy and allies.


    is there a way to separate it so the enemy doesnt move?
  11. @Yanfly


    Might be a bug. I'm running the latest versions of both Battle Core and Action Sequence Pack 1. I am making a skill that expends all MP, but has additional effects (15% MP recovery) depending on whether the caster's MP is above a certain threshold before using the spell. My method was to use a conditional statement in <setup action> to check for the caster's current MP. However, even though the help file states that <setup action> takes place before skill costs are expended, that doesn't seem to be the case. To further confirm this, I put a "wait: 300" in the first line of the <setup action> code, and when I run it in battle, I see that the MP has already been expended while the wait happens, implying that the <setup action> is taking place AFTER the skill cost.


    Let me know if you need a demo to verify this. Here's the exact code I'm using:


    <setup action>


       wait: 300                                       < for visually verifying whether the skill cost has already taken place


       if (user.mp >= user.mmp*0.6)


          add state 78: user


    </setup action>


                                                             < theoretically this is where the MP cost should actually occur


    <follow action>


       if user.isStateAffected(78)


          MP +15%: user


    </follow action>
  12. hadecynn said:
    @Yanfly


    Might be a bug. I'm running the latest versions of both Battle Core and Action Sequence Pack 1. I am making a skill that expends all MP, but has additional effects (15% MP recovery) depending on whether the caster's MP is above a certain threshold before using the spell. My method was to use a conditional statement in <setup action> to check for the caster's current MP. However, even though the help file states that <setup action> takes place before skill costs are expended, that doesn't seem to be the case. To further confirm this, I put a "wait: 300" in the first line of the <setup action> code, and when I run it in battle, I see that the MP has already been expended while the wait happens, implying that the <setup action> is taking place AFTER the skill cost.


    Let me know if you need a demo to verify this. Here's the exact code I'm using:


    <setup action>


       wait: 300                                       < for visually verifying whether the skill cost has already taken place


       if (user.mp >= user.mmp*0.6)


          add state 78: user


    </setup action>


                                                             < theoretically this is where the MP cost should actually occur


    <follow action>


       if user.isStateAffected(78)


          MP +15%: user


    </follow action>

    I can't remember exactly what I did, and I don't have access to my projects right now, but I set up something similar.


    You will need  

    Then, near the beginning of execution, subtract user.mmp from user.mp - this will subtract their max MP from their current, but not below 0, guaranteeing that they're at 0 before the rest runs.


    As to why <setup action> is happening after the cost is paid when the help file says it should be before, I don't know if that's a bug, or a typo.
  13. Hiho. I've got a question regarding the YEP PartySystem. Is there any possibility, to turn on a switch or something for a certain actor, that' is in the active group? And then I want automatically turn the switch off, when he's not in the battle party anymore. Any advice?
  14. Yanfly said:
    Try installing the Selection Control extension plugin. It works fine with that installed.

    i Tried with selection control but now <Ignore Physical Taunt> <Ignore Magical Taunt> <Ignore Certain Taunt> <Bypass Taunt> stopped working instead (all skills can't ignore taunt)


    https://mega.nz/#!1MozGK7L!oObkpKzVEQiIHkYrNYIkTYjUX2Tbpv5t8SHXgJ7K_uY
  15. hadecynn said:
    @Yanfly


    Might be a bug. I'm running the latest versions of both Battle Core and Action Sequence Pack 1. I am making a skill that expends all MP, but has additional effects (15% MP recovery) depending on whether the caster's MP is above a certain threshold before using the spell. My method was to use a conditional statement in <setup action> to check for the caster's current MP. However, even though the help file states that <setup action> takes place before skill costs are expended, that doesn't seem to be the case. To further confirm this, I put a "wait: 300" in the first line of the <setup action> code, and when I run it in battle, I see that the MP has already been expended while the wait happens, implying that the <setup action> is taking place AFTER the skill cost.


    Let me know if you need a demo to verify this. Here's the exact code I'm using:


    <setup action>


       wait: 300                                       < for visually verifying whether the skill cost has already taken place


       if (user.mp >= user.mmp*0.6)


          add state 78: user


    </setup action>


                                                             < theoretically this is where the MP cost should actually occur


    <follow action>


       if user.isStateAffected(78)


          MP +15%: user


    </follow action>



    Action Sequence Help goes here: 






    ---

    hagen843 said:
    Hiho. I've got a question regarding the YEP PartySystem. Is there any possibility, to turn on a switch or something for a certain actor, that' is in the active group? And then I want automatically turn the switch off, when he's not in the battle party anymore. Any advice?



    Eventing questions go here:


    http://forums.rpgmakerweb.com/index.php?/forum/129-rpg-maker-mv/


    ---

    sirgames said:
    i Tried with selection control but now <Ignore Physical Taunt> <Ignore Magical Taunt> <Ignore Certain Taunt> <Bypass Taunt> stopped working instead (all skills can't ignore taunt)


    https://mega.nz/#!1MozGK7L!oObkpKzVEQiIHkYrNYIkTYjUX2Tbpv5t8SHXgJ7K_uY



    Please be patient! I answered your previous comment and I haven't made an update on this matter yet.
  16. I'm trying to use the 'actor.equipSkill(id, slot)' from Equip Battle Skill on a script call from an paralel event and all i get is an error saying "it's not defined".
    Could you show me an example of how to do it plz? I'm gettin nuts :<

    Thx for your attention.
  17. Still same problem Yanfly


    Hestia knife, Mejai's Soulstealer and Rod of Ages does not work for me am i doing something wrong ? 


    I didn't need to show all weapon notes cause i didnt add or delete anything and i copied and pasted your notes from yanfly.moe


    Please help me this time :/ .

    Ads3ız.png

    Adsı2z.png

    Ad2sız.png
  18. Taunt doesn't seem to work for me. I followed the steps in your video, and try putting under enemy tags <Certain Taunt> <Physical Taunt> and <Magical Taunt>, but it still enables me to choose the boss, which shouldn't happen nor do I want to.
  19. I'm having issues with the sprite_StateIcon... i think i have another plugin that messes with this. It's as if the Buffs and States core is being doubled by another plugin maybe? I'm not sure what's going on here. 

    Jack.png
  20. A reminder for people who might forgot Yanfly rules:

    NOTE: I'll only provide support for my own plugins and code that I, myself, have provided

    See first post for more details.