[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 196 of 309 View original ↗
  1. Yanfly said:
    Tips & Tricks - Thief's Revenge (Final Fantasy Record Keeper)










    Thief's Revenge is a skill from Final Fantasy Record Keeper. It's a skill that scales the number of hits off its user's speed and then absorbs a portion of the damage dealt as HP! Using a large combination of plugins, you can pull off this skill in RPG Maker MV, too!


    You can grab the copy/paste version of the code here:
    Yanfly.moe: http://yanfly.moe/2016/05/14/tips-tricks-thiefs-revenge-final-fantasy-record-keeper/


    Have fun all!





    only thing that could make this skill better is if the damage went up with every hit 
  2. Yanfly said:
    Tips & Tricks - Stat Upgrades










    Ever wanted to make use of Job Points to create a way to permanently increase stats? Well, now you can by combining two Yanfly Engine Plugins!



    I'm having an issue with this Tip/Trick.


    When I go to learn the skill the second time, no stat is gained.  I've tested this with the skill from the video, and also making two separate skills that both increase the stat - the first one increases the stat and the second one does not.


    However, increasing the stat gain of the second skill does cause an increase in the stat, but only the difference between skill 1 and skill 2.  Example:


    Skill 1 increases max hp by 100


    Skill 2 increases max hp by 200


    Learning skill 1 increases the max hp by 100, but upon learning skill 2 the max hp is only increased an additional 100 instead of 200.


    Is there a way around this?
  3. With Equip Skill Core i was using a script call to equip skills on an actor and the 1st slot was not used but the 5th instead, the 2nd slot was fine, here's the print and the script call.

    For some reason i can't upload pics anywhere and the forum is trollin me, hope you can understand.


    http://i1206.photobucket.com/albums/bb452/Kovak_Domeq/Bphlg1L%20-%20Imgur_zpsfkfv6xhd.jpg

    $gameActors.actor(1).equipSkill(17,1)


    $gameActors.actor(1).equipSkill(61,2)
  4. I was wondering with your SmartJump plugin. I have a world map in my project and it seems to try and trigger smart jump when using vehicles on the map. is there a way to disable the common event button when on this map? So i guess my problem is with the common event buttons plugin. and riding vehicles along with smart jump.
  5. It seems that equipment variance comes into play if you use Initialize on an ally as they're joining your party. Is there a work around for this? The RPG I'm making has very sensitive numbers for MP, so the average stat variance turns into a colossal game changer (the difference between having a lot of MP or having none at all).
  6. kovak said:
    With Equip Skill Core i was using a script call to equip skills on an actor and the 1st slot was not used but the 5th instead, the 2nd slot was fine, here's the print and the script call.

    For some reason i can't upload pics anywhere and the forum is trollin me, hope you can understand.


    http://i1206.photobucket.com/albums/bb452/Kovak_Domeq/Bphlg1L%20-%20Imgur_zpsfkfv6xhd.jpg



    The Slot ID's are in the right place. Slot ID's are as follow:


    0 1


    2 3


    4 5


    6 7


    ---

    Selos said:
    I was wondering with your SmartJump plugin. I have a world map in my project and it seems to try and trigger smart jump when using vehicles on the map. is there a way to disable the common event button when on this map? So i guess my problem is with the common event buttons plugin. and riding vehicles along with smart jump.



    Smart Jump is entirely event based. As is Button Common Events. Anything you can do with events you can do with common events. This means setting conditional branches too. If you're unfamiliar with that, I suggest you ask in this forum: http://forums.rpgmakerweb.com/index.php?/forum/129-rpg-maker-mv/
  7. Battle Select Cursor


    Features and How to Use












    This plugin allows you to set custom cursors when selecting allies and/or enemies for targeting while in battle. This is to help with better visual cues when picking a target if the flashing battler isn't enough.


    You can grab the plugin here: http://yanfly.moe/2016/05/15/yep-101-battle-select-cursor/
  8. I'm not sure this is a bug or design choice, but when you use Selection Control <Single and Multiple Targets> command with the Action Sequences <Opacity not focus> all the enemies will disappear except the enemy in the first slot if you try to select all the enemies from a single target skill.  The skill will go off like it should but now it attacks the invisible enemies as well.  Which, technically, it's supposed to do, but the enemies shouldn't be invisible though...  That's the problem.


    Like I said I'm not sure it's a bug though...
  9. Hi yanfly! thanks a lot for your work.
    I have noticed some missing files upon deployment when using your plugins and the "exclude unused files" rmmv option. It happens to me in your new "YEP_BattleSelectCursor" or in "YEP_X_ExtMesPack1", and probably in any other plugin that uses audio or graphics. In the RMMV documentation (http://miaowm5.github.io/RMMV-F1/page/01_11_11.html) it says it can be fixed by adding some extra options in the params like


    * @requiredAssets img/example/image_1
    * @requiredAssets img/example/image_2
    * @requiredAssets img/example/image_3


    or in this way if the files are set by the plugin user


    * @param ME
    * @desc The ME name for sample music effect.
    * @default Organ
    * @require 1
    * @dir audio/me/
    * @type file


    I hope this helps,


    regards!
  10. Yanfly 
    are on your plans to maker a item grid inventory plugin at some point?
     :V just curiosity
  11. SXdDBb3.png


    If you look closely at the confirmation message's edges, I think that on the right, there's some of the title screen showing (the brown in this case.) You might want to check this out.
  12. Something's kinda weird with the taunt rows that I have noticed justs recently. In my first row I have the physical taunt however when I use magic to try and target I'll be unable to select the back row character using my keyboard, before I move my cursor to select them with the mouse, then I'll be able to cycle between them like normally. This happens everytime unless I highlight the enemy with mouse first and then I'll be able to select them with keyboard as well. After doing this even once, it seems to work even across closing game and restarting. :unsure:


    Also I realized that Sacrificial Bolt created in the tips and tricks bypasses magical taunt even though it really shouldn't seeing that it's a single target spell. (The runic blade also doesn't stop it)
  13. koster said:
    Hi yanfly! thanks a lot for your work.
    I have noticed some missing files upon deployment when using your plugins and the "exclude unused files" rmmv option. It happens to me in your new "YEP_BattleSelectCursor" or in "YEP_X_ExtMesPack1", and probably in any other plugin that uses audio or graphics. In the RMMV documentation (http://miaowm5.github.io/RMMV-F1/page/01_11_11.html) it says it can be fixed by adding some extra options in the params like



    * @requiredAssets img/example/image_1
    * @requiredAssets img/example/image_2
    * @requiredAssets img/example/image_3


    or in this way if the files are set by the plugin user



    * @param ME
    * @desc The ME name for sample music effect.
    * @default Organ
    * @require 1
    * @dir audio/me/
    * @type file


    I hope this helps,


    regards!



    Unfortunately, that's not something I can really fix because the way it's handled is for fixed filenames only unless I'm mistakened. My only recommendation for you is for you to manage your resources manually and not leave it up to the software to handle.


    ---

    BloodletterQ said:
    SXdDBb3.png


    If you look closely at the confirmation message's edges, I think that on the right, there's some of the title screen showing (the brown in this case.) You might want to check this out.



    This has more to do with the windowskin than my code. I'll have to update those windowskins another time.
  14. Hey Yanfly! Haven't been on the forums much as of late, trying to come up with 500 unique skills for the player characters (little over half way there). Just a curiosity, don't know if its possible or will take a bunch of coding, figured I would start with the source (all hail Yanfly, master of plugins). Would it be possible using your AOE plugin and row formation to create a sustained AOE for the location. For an example, I skill called wall of fire targets a row for a number of turns, any within said row take DOT, if they move out of the row, the DOT stops, if the move back into the row, the DOT continues. I know this isn't the right forum, but I am not really certain where to go to ask you questions like this. (Also, Malzahar's Malefic Visions would be an amazing Tips & Tricks ;)  )
  15. Yanfly said:
    Unfortunately, that's not something I can really fix because the way it's handled is for fixed filenames only unless I'm mistakened. My only recommendation for you is for you to manage your resources manually and not leave it up to the software to handle.



    The first method I quoted is for fixed filenames only, the second however is not. I have tested it in your "YEP_X_ExtMesPack1.js" and it works fine. here is the edited code from your plugin


    *
     * @param Sound Name
     * @desc The filename of the SE file. This is case sensitive.
     * Do not include file extension.
     * @default Cursor1
     * @require 1
     * @dir audio/se/
     * @type file
     *


    In the documentation (link) there are three ways to include files: by using "Plugin Configuration", "Plugin Parameters" and a way to include files used in [notetags]. It seems this was included in the 1.1 update.
  16. Omegadragon8 said:
    Hey Yanfly! Haven't been on the forums much as of late, trying to come up with 500 unique skills for the player characters (little over half way there). Just a curiosity, don't know if its possible or will take a bunch of coding, figured I would start with the source (all hail Yanfly, master of plugins). Would it be possible using your AOE plugin and row formation to create a sustained AOE for the location. For an example, I skill called wall of fire targets a row for a number of turns, any within said row take DOT, if they move out of the row, the DOT stops, if the move back into the row, the DOT continues. I know this isn't the right forum, but I am not really certain where to go to ask you questions like this. (Also, Malzahar's Malefic Visions would be an amazing Tips & Tricks ;)  )





    actually yes there is.......though the only thing that wont work right now is the changing rows part.....but set a state to be added when the skill is used and give it DoT notetags from yanfly's tips and tricks, and have the state deal fire elemental damage for so many turns
  17. Hi, Yanfly!


    I'm very impressed with your plugin suite; you are one major contributor to the indie community! I'm especially excited about your newest plugin, the Common Event Menu! 


    I'm having a little trouble getting it to display more than one selection, though :-( 


    After setting the Window Columns parameter to 6, I used the plugin command AddCommonEventMenu 1 2 3 4 5 6 in common event #6, which I believe creates 6 listings for the Menu and assigns them to the first 6 common events in my common event list. After creating the other 5 common events I assigned names to each of them through both the <Menu Name> key tags and assigning a name to them from the "General Settings" Window.  


    The screen shot below shows the event I made that calls the common event menu. Where am I messing up?


    Thank you so much for your help!

    Common Event Layout.png

    Event call.png
  18. hi yanfly,, I still have same bug from creating a new project and downloading all your plugins again so there all correct versions etc.


    and still when my players kill and enemy my game crashes and I get unexpected token.


    still runs fine when buffs and status core is turned off, which is strange as I yet to even make and skills using that plugin.


    could you please let me know if it is a bug or just me or my game lol. I've attached pics and thank you for all work.

    problem 1.PNG

    problem 3.PNG

    problem 2.PNG

    problem 4.PNG
  19. I seems to have found a bug, or an odd behavior, in either MessageCore, or ItemCore.


    if one uses the following note tag on a weapon (with leading spaces because I had normal sized text there and it also didn't work):

    Code:
    <Info Text Top>
     
     
    \fs[12]\i[189]Knave\px[130]\i[102]Ranger\px[260]\i[96]Rogue
    \fs[12]\i[79]Acolyte\px[130]\i[109]Wizard\px[260]\i[118]Archmage
    \fs[12]Pyromancer\px[130]Cryomancer\px[260]Electromancer
    \fs[12]Hydromancer
    </Info Text Top>

    The vertical align of the text is inconsistent between lines in-game. The first line seems to be centered, but all subsequent lines are aligned to the top. This is especially noticeable when you're using icons in the lines, but even without them, there are uneven spaces between the first and second lines, and all subsequent lines. See images:


    View attachment 38294View attachment 38295


    Unless I'm blind, there doesn't seem to be an option in MessageCore to set the v-align of texts, and if there were, I don't think it would affect this window.


    Through testing, it appears that if I change the font size to something different than the previous line, it is center aligned again.


    False alarm, this is not the case, after all.


    Edit: If I use \fr at the end of each line, the align resets to center for the next line.


    Bug or intended design?
  20. CodePrincess said:
    Hi, Yanfly!


    I'm very impressed with your plugin suite; you are one major contributor to the indie community! I'm especially excited about your newest plugin, the Common Event Menu! 


    I'm having a little trouble getting it to display more than one selection, though :-( 


    After setting the Window Columns parameter to 6, I used the plugin command AddCommonEventMenu 1 2 3 4 5 6 in common event #6, which I believe creates 6 listings for the Menu and assigns them to the first 6 common events in my common event list. After creating the other 5 common events I assigned names to each of them through both the <Menu Name> key tags and assigning a name to them from the "General Settings" Window.  


    The screen shot below shows the event I made that calls the common event menu. Where am I messing up?


    Thank you so much for your help!


    View attachment 38266


    View attachment 38235



    It's best if you rewatch the video again for clarity. 












    ---

    InsanePridee said:
    hi yanfly,, I still have same bug from creating a new project and downloading all your plugins again so there all correct versions etc.


    and still when my players kill and enemy my game crashes and I get unexpected token.


    still runs fine when buffs and status core is turned off, which is strange as I yet to even make and skills using that plugin.


    could you please let me know if it is a bug or just me or my game lol. I've attached pics and thank you for all work.


    View attachment 38285


    View attachment 38287


    View attachment 38286


    View attachment 38288



    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.


    ---

    ramza said:
    I seems to have found a bug, or an odd behavior, in either MessageCore, or ItemCore.


    if one uses the following note tag on a weapon (with leading spaces because I had normal sized text there and it also didn't work):

    Code:
    <Info Text Top>
     
     
    \fs[12]\i[189]Knave\px[130]\i[102]Ranger\px[260]\i[96]Rogue
    \fs[12]\i[79]Acolyte\px[130]\i[109]Wizard\px[260]\i[118]Archmage
    \fs[12]Pyromancer\px[130]Cryomancer\px[260]Electromancer
    \fs[12]Hydromancer
    </Info Text Top>

    The vertical align of the text is inconsistent between lines in-game. The first line seems to be centered, but all subsequent lines are aligned to the top. This is especially noticeable when you're using icons in the lines, but even without them, there are uneven spaces between the first and second lines, and all subsequent lines. See images:


    View attachment 38294View attachment 38295


    Unless I'm blind, there doesn't seem to be an option in MessageCore to set the v-align of texts, and if there were, I don't think it would affect this window.


    Through testing, it appears that if I change the font size to something different than the previous line, it is center aligned again.


    False alarm, this is not the case, after all.


    Edit: If I use \fr at the end of each line, the align resets to center for the next line.


    Bug or intended design?



    ALL bug reports MUST follow these guidelines and use this template: 


    Plugin Name: (What is the name of the plugin?)


    Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)


    Error Report: (If you received an error message, press F8 when the message is received to open up the debug console, then copy/paste the entire error log and paste it here).


    Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.)


    Sample Project (REQUIRED): A sample project MUST be attached to the bug report. All steps MUST be followed. If a single step is ignored, the bug report is invalid and I will move on to the next bug report.


    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. If I do not see an empty project with Harold, Therese, Marsha, and Lucius, I will not look any further.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 EXACT order listed on http://yanfly.moe/yep/. The ordering of plugins is important.7. Recreate the error in the sample project. MAKE SURE you are using notetags in the right place and haven't misspelled anything.8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.9. Do -NOT- deploy the project through File > Deployment. Upload the project online 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. If I am time-gated from downloading the project, I will ask you to reupload it to somewhere else.10. Post the link here and I'll take a look at it.