Okay, I'll try again. Thank you for your time!
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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Okay, I'll try again. Thank you for your time! -
Plugin Name: MessageCore, EquipCore, or ItemCore
Bug Explanation: Text in the <Info Text (top/bottom)> note tag is not vertically aligned properly if you use \fs[x] to change the font size, on the equip menu or the item menu.
Exact Steps on How to Replicate Bug:
- Create a weapon or item that has an <Info Text Top> note tag on it
- In that notetag, change the fontsize of the text using \fs[12]
- make multiple lines (each line has to have \fs[12] as a line break resets the text size)
- test play the game and look at the info text on a menu that shows it (equip or item scene)
- note that the vertical alignment of the first line is centered, but all subsequent lines are top-aligned, making the first and second lines closer together than any subsequent lines
- If this is difficult to see, put an icon in the line (\fs[12]\i[2]text here)
- if you end a line with \fr and then start the next line with \fs[12] again, the first line is again, center aligned.
Sample Project (REQUIRED):
infotextissues.zip - Create a weapon or item that has an <Info Text Top> note tag on it
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Hi Yanfly,
Plugin Name: YEP_Party_System
Bug Explanation:
I'm using the NASTY Replace Window plugin to replace 2 windows in the Battle Scene. Normally it leaves all other windows alone, but for some reason, when I turn on the NASTY plugin, it causes 3 of the windows in your YEP Party System plugin to disappear (Specifically, the following: Window_PartyMenuCommand (see line 636 of YEP plugin), Window_PartySelect (line 717 of YEP), and Window_PartyList (line 900 of YEP)).
Here is the NASTY Replace Window plugin: https://raw.githubusercontent.com/Nelderson/NASTY_RPGMakerMV_Scripts/master/Nasty_Replace_Window_with_Picture.js
Since it's a short plugin, I'd hope that you would maybe see why your windows are disappearing only in the Formation scene. I hope it can easily be fixed!
Here's what the formation scene looks like:

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Plugin Name: MessageCore, EquipCore, or ItemCore
Bug Explanation: Text in the <Info Text (top/bottom)> note tag is not vertically aligned properly if you use \fs[x] to change the font size, on the equip menu or the item menu.
View attachment 38295View attachment 38294
Exact Steps on How to Replicate Bug:
- Create a weapon or item that has an <Info Text Top> note tag on it
- In that notetag, change the fontsize of the text using \fs[12]
- make multiple lines (each line has to have \fs[12] as a line break resets the text size)
- test play the game and look at the info text on a menu that shows it (equip or item scene)
- note that the vertical alignment of the first line is centered, but all subsequent lines are top-aligned, making the first and second lines closer together than any subsequent lines
- If this is difficult to see, put an icon in the line (\fs[12]\i[2]text here)
- if you end a line with \fr and then start the next line with \fs[12] again, the first line is again, center aligned.
Sample Project (REQUIRED):
infotextissues.zip
Thanks for your cooperation! I'll get this fixed by tonight.
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Hi Yanfly,
Plugin Name: YEP_Party_System
Bug Explanation:
I'm using the NASTY Replace Window plugin to replace 2 windows in the Battle Scene. Normally it leaves all other windows alone, but for some reason, when I turn on the NASTY plugin, it causes 3 of the windows in your YEP Party System plugin to disappear (Specifically, the following: Window_PartyMenuCommand (see line 636 of YEP plugin), Window_PartySelect (line 717 of YEP), and Window_PartyList (line 900 of YEP)).
Here is the NASTY Replace Window plugin: https://raw.githubusercontent.com/Nelderson/NASTY_RPGMakerMV_Scripts/master/Nasty_Replace_Window_with_Picture.js
Since it's a short plugin, I'd hope that you would maybe see why your windows are disappearing only in the Formation scene. I hope it can easily be fixed!
Here's what the formation scene looks like:
From 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. - Create a weapon or item that has an <Info Text Top> note tag on it
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From 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.
Right, sorry... I found a workaround for it. For some reason those 3 windows in your plugin were returning "" when requesting the constructor.name -
I see that update already, well done.
I have another bug to report though, CounterControl this time.
Plugin Name: YEP_X_CounterControl
Bug Explanation: The 'Eval' counter condition doesn't work.
Error Report:
TypeError: string is not a function
at Function.BattleManager.checkCounterEval (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1189:12)
at Function.BattleManager.checkCounterLine (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1082:19)
at Function.BattleManager.getCounterCondition (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1073:17)
at Function.BattleManager.meetCounterConditions (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1048:26)
at Function.BattleManager.getCounterSkill (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1039:16)
at Function.BattleManager.invokeCounterAttack (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1006:33)
at Function.BattleManager.invokeAction (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_BattleEngineCore.js:1717:10)
at Function.<anonymous> (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_BattleEngineCore.js:2309:14)
at Array.forEach (native)
at Function.BattleManager.actionActionEffect (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_BattleEngineCore.js:2306:13)
Exact Steps on How to Replicate Bug:
- Give Harold a 100% counter chance.
- Put the tag <Counter Skills: 9> on his actor note box
- On Skill 9 (fire) in the database put the following note tag:
<Counter Condition>
Physical Hit
Eval: defender.hpRate() <= 0.50
</Counter Condition>
- Do a test battle and have the enemy attack Harold
- Note that if he is hit, when the script checks to see if this is a valid attack the game errors out with the following message: "TypeError string is not a function"
Sample Project (REQUIRED):
counterissue.zip - Give Harold a 100% counter chance.
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Hello Yanfly!
I have a problem about "Skill".
When I used "Skill" menu, the game will be error like this.
I have attached for your check here....
https://drive.google.com/open?id=0B92dngLH7ro3MUpONEhrMEhGdTQ
Thank you so much. <3
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I see that update already, well done.
I have another bug to report though, CounterControl this time.
Plugin Name: YEP_X_CounterControl
Bug Explanation: The 'Eval' counter condition doesn't work.
Error Report:
TypeError: string is not a function
at Function.BattleManager.checkCounterEval (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1189:12)
at Function.BattleManager.checkCounterLine (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1082:19)
at Function.BattleManager.getCounterCondition (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1073:17)
at Function.BattleManager.meetCounterConditions (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1048:26)
at Function.BattleManager.getCounterSkill (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1039:16)
at Function.BattleManager.invokeCounterAttack (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1006:33)
at Function.BattleManager.invokeAction (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_BattleEngineCore.js:1717:10)
at Function.<anonymous> (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_BattleEngineCore.js:2309:14)
at Array.forEach (native)
at Function.BattleManager.actionActionEffect (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_BattleEngineCore.js:2306:13)
Exact Steps on How to Replicate Bug:
- Give Harold a 100% counter chance.
- Put the tag <Counter Skills: 9> on his actor note box
- On Skill 9 (fire) in the database put the following note tag:
<Counter Condition>
Physical Hit
Eval: defender.hpRate() <= 0.50
</Counter Condition>
- Do a test battle and have the enemy attack Harold
- Note that if he is hit, when the script checks to see if this is a valid attack the game errors out with the following message: "TypeError string is not a function"
Sample Project (REQUIRED):
counterissue.zip
Thanks, I'll look at this and get it fixed by tonight.
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Hello Yanfly!
I have a problem about "Skill".
When I used "Skill" menu, the game will be error like this.
I have attached for your check here....
https://drive.google.com/open?id=0B92dngLH7ro3MUpONEhrMEhGdTQ
Thank you so much. <3
View attachment 38356
Thanks, I actually already fixed this this morning. Give it a try: https://www.dropbox.com/s/50wrn67572y2oae/YEP_EquipBattleSkills.js?dl=0 - Give Harold a 100% counter chance.
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Thanks, I actually already fixed this this morning. Give it a try: https://www.dropbox.com/s/50wrn67572y2oae/YEP_EquipBattleSkills.js?dl=0
Thank you very very much Yanfly!!
You fix it very fast.!!! I have already try it. It works normally.!! -
Tips & Tricks - Statikk Shiv (League of Legends)
The Statikk Shiv is a weapon from League of Legends. As time passes, it increases in charge counter. From basic attacks, the charge counter also increases. Once the weapon reaches 100 statikk charge, the next basic attack will proc a statikk shock across 5 random enemies!
You can grab the copy/paste code here:
Yanfly.moe: http://yanfly.moe/2016/05/18/tips-tricks-statikk-shiv-league-of-legends-rpg-maker-mv/ -
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When you use the <Require Subclass: x> notetag, that makes the skill into a subclass only skill.
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Thanks, I found a way how I like it. :)
And I got another question. xP
I'm only using your plugins for now and I'm now at the Item Synthesis plugin, but it's not showing up in the main menu.
Tryed it with a new project with only the plugins main core and item core, even without the item core, it's not showing.
Thanks in advance. -
OK! Apparently quoting is hard for me!!! So I hope you remember lol. Here is for the magic countering and certain skill countering when having the DEFAULT counter set as 0.
Sorry for the delay! I tried to keep it under 200 MB, but its still slightly over. Sorry.
- Bats set up to cast Fire on the second turn.
- Sword equipped to Harold giving 100% counter and the Bats have 100% counter...just cause.
- Evade then counter is set to off within the plugin.
- Default counter set to 0
- All 3 default counter conditions in the plugin are set to "True"
If you fight them for 2 turns, Harold will counter everything including the Fire Skill.
https://www.dropbox.com/s/44aokwf2s5ovgz2/RecreatedCounterError.rar?dl=0 - Bats set up to cast Fire on the second turn.
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OK! Apparently quoting is hard for me!!! So I hope you remember lol. Here is for the magic countering and certain skill countering when having the DEFAULT counter set as 0.
Sorry for the delay! I tried to keep it under 200 MB, but its still slightly over. Sorry.
- Bats set up to cast Fire on the second turn.
- Sword equipped to Harold giving 100% counter and the Bats have 100% counter...just cause.
- Evade then counter is set to off within the plugin.
- Default counter set to 0
- All 3 default counter conditions in the plugin are set to "True"
If you fight them for 2 turns, Harold will counter everything including the Fire Skill.
https://www.dropbox.com/s/44aokwf2s5ovgz2/RecreatedCounterError.rar?dl=0
Thanks, I'll take a look at this after work today. - Bats set up to cast Fire on the second turn.
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I'm using MessageCore plugin (also Message Extended Pack). When I use \fi to display italic text, it works perfect on windows (node-webkit) but when I run game on Mozilla Firefox, the italic effect won't work. Hope you will fix it
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Hi, Yanfly! First time posting here, so thank you very much in advance.
I have a question regarding the PartySystem plugin.
After installing the plugin, I can't seem to get the Formation command to appear in battle. I have the appropriate settings set to "true", and have tried making an event that activates Plugin Commands "ShowBattleFormation" and "EnableBattleFormation", as well as event pages in each individual Troop that activate the same Plugin Commands on Turn 0, but still don't see anything.
I'm not sure what I'm doing wrong, there.
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The Save Menu Core has some sort of a memory leak or something, after saving with it enabled; my FPS dropped upon transfer to new map to around 20 FPS or bellow. Disabling the Save Menu Core made me run on 60 FPS. :o
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Not exactly a bug....but it seems that Equip Core's bottom-right window don't adapt to non-standard window resolution.

As you can see, the LUK stat comparison is cropped.
I'm using 960x544px and Font Size is 20. -
I'm using MessageCore plugin (also Message Extended Pack). When I use \fi to display italic text, it works perfect on windows (node-webkit) but when I run game on Mozilla Firefox, the italic effect won't work. Hope you will fix it
I'm sorry, but I don't have access to Mozilla Firefox's code.
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Hi, Yanfly! First time posting here, so thank you very much in advance.
I have a question regarding the PartySystem plugin.
After installing the plugin, I can't seem to get the Formation command to appear in battle. I have the appropriate settings set to "true", and have tried making an event that activates Plugin Commands "ShowBattleFormation" and "EnableBattleFormation", as well as event pages in each individual Troop that activate the same Plugin Commands on Turn 0, but still don't see anything.
I'm not sure what I'm doing wrong, there.
Spoiler
Spoiler
Read through the help file in the plugin commands section.
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The Save Menu Core has some sort of a memory leak or something, after saving with it enabled; my FPS dropped upon transfer to new map to around 20 FPS or bellow. Disabling the Save Menu Core made me run on 60 FPS. :o
This isn't a memory leak. This is because information regarding the save has to be extracted from files to display on the main menu. This is completely dependent on your computer's hardware.
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Not exactly a bug....but it seems that Equip Core's bottom-right window don't adapt to non-standard window resolution.

As you can see, the LUK stat comparison is cropped.
I'm using 960x544px and Font Size is 20.
I am not responsible for your decision to use a screen resolution that limits your screen real estate. If this becomes a problem, I suggest you either increase your screen resolution to something larger or visit the Plugin Request forum and have someone else make a plugin to fit your exact needs: http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/ -
I am not responsible for your decision to use a screen resolution that limits your screen real estate. If this becomes a problem, I suggest you either increase your screen resolution to something larger or visit the Plugin Request forum and have someone else make a plugin to fit your exact needs: http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/
ahh...ok xD I was under the impression that the plugin layout is responsive to the screen resolution. Thank you for your answer! -
Read through the help file in the plugin commands section.If you are using YEP_BattleEngineCore.js and would like to enable party
switching mid-battle, place this plugin under YEP_BattleEngineCore.js in
the plugin's list.
Plugin Command:
ShowBattleFormation - Shows 'Formation' command in battle.
HideBattleFormation - Hides 'Formation' command in battle.
EnableBattleFormation - Enables 'Formation' command in battle.
DisableBattleFormation - Disables 'Formation' command in battle.
In checking, all I can see is that it's possible it requires BattleCore (which I'm not using) to work properly, but I know that shouldn't be the case because your pre-req plugins usually have the X prefix. And, as I said before, I tried to activate the ShowBattleFormation and EnableBattleFormation commands both via the plugin directly, and in the game itself.
I'm sorry if there's something I'm missing, but I can't think of what else might cause the problem. The MENU party feature works as the plugin is supposed to, it's just not appearing in battle.