[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 20 of 309 View original ↗
  1. Found a bug that I was able to reproduce in a clean Yanfly Plugins Only project.

    Critical Control Plugin, lunatic mode note tag:

    * <Critical Rate Formula> * rate = user.cri + 0.2; * rate -= 1 - target.cev; * </Critical Rate Formula>Utilizing it in a skill causes a crash

    15_1119a.PNG

    ReferenceError: bonus is not defined at eval (eval at <anonymous> (http://localhost:1234/js/plugins/YEP_X_CriticalControl.js:601:12), <anonymous>:1:16) at Game_Action.applyItemCriticalRate (http://localhost:1234/js/plugins/YEP_X_CriticalControl.js:601:3) at Game_Action.itemCri (http://localhost:1234/js/plugins/YEP_X_CriticalControl.js:585:19) at Game_Action.apply (http://localhost:1234/js/rpg_objects.js:1655:53) at Game_Action.apply (http://localhost:1234/js/plugins/YEP_BattleEngineCore.js:2494:34) at Game_Action.apply (http://localhost:1234/js/plugins/YEP_BattleAICore.js:653:37) at Game_Action.apply (http://localhost:1234/js/plugins/YEP_SkillCore.js:928:36) at Game_Action.apply (http://localhost:1234/js/plugins/Moogle_X_AccuracyOverflow.js:75:40) at Function.BattleManager.invokeNormalAction (http://localhost:1234/js/rpg_managers.js:2183:18) at Function.BattleManager.invokeAction (http://localhost:1234/js/plugins/YEP_BattleEngineCore.js:1342:14)SceneManager.catchException @ rpg_managers.js:1620SceneManager.update @ TDDP_FluidTimestep.js:89I have not checked the other critical related lunatic modes. But I am guessing it effects them as well...  :unsure:  
  2. @Yanfly about the Message core...


    Big Image, open the spoiler....

    Spoiler
    Screenshot_2015-11-18-01-27-24.png
    It's a picture from the mobile test version.
    How do I do to make the Namebox window to appear behind the message box, so in mobile this do not happen?
    I'm trying to understand the code to make it myself, but I'm still not good enought to get it alone...
    I changed the system and position of the namebox widnow, but can't change the "z" position of it. ):
  3. Sol Rising said:
    i put the note tags in the skill menu and it causes my game to crash, Am i inputting it wrong?

    <Post-Damage Eval>

    if (target.hp <= 0) { user.gainMP(item.mpCost); }

    </Post-Damage Eval>
    You have user.gainMP when it should be user.gainMp :) Remember, all code is case sensitive.

    Roguedeus said:
    Found a bug that I was able to reproduce in a clean Yanfly Plugins Only project.

    Critical Control Plugin, lunatic mode note tag:

    * <Critical Rate Formula> * rate = user.cri + 0.2; * rate -= 1 - target.cev; * </Critical Rate Formula>Utilizing it in a skill causes a crash

    attachicon.gif15_1119a.PNG

    ReferenceError: bonus is not defined at eval (eval at <anonymous> (http://localhost:1234/js/plugins/YEP_X_CriticalControl.js:601:12), <anonymous>:1:16) at Game_Action.applyItemCriticalRate (http://localhost:1234/js/plugins/YEP_X_CriticalControl.js:601:3) at Game_Action.itemCri (http://localhost:1234/js/plugins/YEP_X_CriticalControl.js:585:19) at Game_Action.apply (http://localhost:1234/js/rpg_objects.js:1655:53) at Game_Action.apply (http://localhost:1234/js/plugins/YEP_BattleEngineCore.js:2494:34) at Game_Action.apply (http://localhost:1234/js/plugins/YEP_BattleAICore.js:653:37) at Game_Action.apply (http://localhost:1234/js/plugins/YEP_SkillCore.js:928:36) at Game_Action.apply (http://localhost:1234/js/plugins/Moogle_X_AccuracyOverflow.js:75:40) at Function.BattleManager.invokeNormalAction (http://localhost:1234/js/rpg_managers.js:2183:18) at Function.BattleManager.invokeAction (http://localhost:1234/js/plugins/YEP_BattleEngineCore.js:1342:14)SceneManager.catchException @ rpg_managers.js:1620SceneManager.update @ TDDP_FluidTimestep.js:89I have not checked the other critical related lunatic modes. But I am guessing it effects them as well...  :unsure:
    Thanks for the catch! This should fix it! http://yanfly.moe/plugins/en/YEP_X_CriticalControl.js

    ArkDG said:
    @Yanfly about the Message core...

    Big Image, open the spoiler....

    Spoiler
    Screenshot_2015-11-18-01-27-24.png
    Spoiler
    It's a picture from the mobile test version.

    How do I do to make the Namebox window to appear behind the message box, so in mobile this do not happen?

    I'm trying to understand the code to make it myself, but I'm still not good enought to get it alone...

    I changed the system and position of the namebox widnow, but can't change the "z" position of it. ):
    Hmmm, I don't have a mobile upload to test it with, but I do believe this should fix it. Let me know if it does or doesn't.

    http://yanfly.moe/plugins/en/YEP_MessageCore.js
  4. @Yanfly
    It worked! Thank you very much. *-*
  5. Hey, YF~  any plans of porting over the FTB from your Ace scripts?  That was one of my favs, so I'd love to see it in MV if you get the chance. ;v;
  6. Emmych said:
    Hey, YF~  any plans of porting over the FTB from your Ace scripts?  That was one of my favs, so I'd love to see it in MV if you get the chance. ;v;
    Of course<3 That's my baby.
  7. Yanfly said:
    Of course<3 That's my baby.
    My heart swells to hear this <W<

    I LOOK FORWARD TO IT HEEHEEHEEEEE <33333  Thanks for replyin' so fast, too! ;v;
  8. Yanfly said:
    You have user.gainMP when it should be user.gainMp :) Remember, all code is case sensitive.
    thanks it's working now :D
  9. @Yanfly

    Hey Yanfly!!!

    I was thinking about the JP ...

    but also for RPG MAKER MV will create the "Materia System" ????

    it would be wonderful!!!
  10. Lionheart_84 said:
    @Yanfly

    Hey Yanfly!!!

    I was thinking about the JP ...

    but also for RPG MAKER MV will create the "Materia System" ????

    it would be wonderful!!!
    Do you mean Materia System as in linked effects or just equipping items and getting the skills? Because if it's the latter, you can already do that. :)
  11. Yanfly said:
    Do you mean Materia System as in linked effects or just equipping items and getting the skills? Because if it's the latter, you can already do that. :)
    I meant exactly EQUAL to Final Fantasy 7 ... you ??? ;)   ;)   ;)

    You mean to Final Fantasy 9 ??? :D
  12. Party System

    Features and How to Use




    This plugin replaces the "Formation" command found in the in-game menu with a new scene where the player can adjust the party he or she wants in a more comfortable way.

    Plugin: http://yanfly.moe/2015/11/20/yep-29-party-system/

    Instructions

    Spoiler
    Introduction

     

    This plugin replaces the “Formation” command found in the in-game menu with a new scene where the player can adjust the party he or she wants in a more comfortable way.

     

    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.

     

    This plugin is plug and play. All you have to do is just turn it on and change the parameters to your liking.

     

    Plugin Commands

     

    Here are some plugin commands you can use!

     

    Plugin Command:

     

    OpenPartyMenu

    Opens up the Party Menu from the field.

     

    Actors can also be required, meaning the player must have that actor(s) in the party before the player is able to leave the party menu. Required actors can be moved around, unlike locked actors. Keep in mind if you do make some actors required, do not make the game require more actors than the possible maximum battle members or else the player will be stuck in the party menu.

     

    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.

     

    LockActor 3

    Locks actor 3.

     

    LockActor 4 5 6

    Locks actors 4, 5, and 6.

     

    UnlockActor 3

    Unlocks actor 3.

     

    UnlockActor 4 5 6

    Unlocks actors 4, 5, and 6.

     

    * Locked Actors cannot be moved out of their current position and must be in the party.

     

    RequireActor 3

    Player must have actor 3 in party.

     

    RequireActor 4 5 6

    Player must have actors 4, 5, and 6 in party.

     

    UnrequireActor 3

    Player no longer needs actor 3 in party.

     

    UnrequireActor 4 5 6

    Player no longer needs actors 4, 5, and 6 in party.

     

    * Required Actors must be in the party in order for the player to be able to exit the party menu.

     

     

     

    Happy RPG Making!
  13. We appreciate all you do! Going by your status updates, things seemed to not be going well for you and I'm hoping things pick up. I myself am quite curious about the exclamation mark over Bandana-Tan.
  14. finally the plug on the party system ... to me, however, does not appear in the command battle !!! how do I bring up the menu: Fight ... Party ... Escape ???
  15. It's only implemented if you're using Battle Engine Core. Party System must be below Battle Engine Core.
  16. Yanfly said:
    It's only implemented if you're using Battle Engine Core. Party System must be below Battle Engine Core.
    Use your battle system, and I put below Battle Engine Core , but nothing appears !!!!
  17. Lionheart_84 said:
    Use your battle system, and I put below Battle Engine Core , but nothing appears !!!!
    Lionheart, try pressing "Cancel" (X or Num 0) in the command menu during battle and you'll get to the Fight Formation Escape menu. Give it a try and it should work if everything else is in line.
  18. Battle Engine Core bug (Maybe?)

    With the parameter Visual Enemy Select = false

        - Skills the select all enemies or allies still prompts for individual target selection

    Spoiler
  19. Yanfly...you rule! <3
  20. BlackRaison said:
    Battle Engine Core bug (Maybe?)

    With the parameter Visual Enemy Select = false

        - Skills the select all enemies or allies still prompts for individual target selection

    Spoiler
    C8VDUj3.jpg
    That's the Select Help Window. This is a confirmation step. Set it to false if you don't want it.