[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 206 of 309 View original ↗
  1. There's a trouble that with the YEP_EquipBattleSkills, Actors can only use the skills equipped.


    I wonder how to use skills added by weapon/armor/state
  2. Hi Yanfly! I just wanted to know why you don't make Plugin Previews anymore? Just curious. :)


    EDIT: Forget it, I just saw your post above. Hope you get better!
  3. Hey, I had an idea. Is there a way that you get more JP for the actor doing the "last hit" and causing the enemy to die? Meaning that whoever actually would kill the monster, would get a small JP (and possibly gold and exp?) bonus.


    Being that you're fan of LOL, last hitting is pretty much a thing in modern RPGs and MOBA's which is to ensure that if you want to farm exp and gold, you can't just play passive but also have to partake or alterantively, help a character farm by letting your healer bonk them on the head with a staff just as they're about to die. It also discourages the player to just play passive with healers and take some risks too, for more rewards.


    Either way, this is a mechanic that I think could be really cool for developers to be able to use in their projects.
  4. hey yanfly, any plugin for follow up skill for rmmv?
  5. suggestion for the save core:


    can you make a way to have a different background when you open the save menu?


    Just a suggestion that could be good.


    it kinda looks awkward and odd if the menu background with the game logo is see thru with the window on the game menu.
  6. Tuomo L said:
    Hey, I had an idea. Is there a way that you get more JP for the actor doing the "last hit" and causing the enemy to die? Meaning that whoever actually would kill the monster, would get a small JP (and possibly gold and exp?) bonus.


    Being that you're fan of LOL, last hitting is pretty much a thing in modern RPGs and MOBA's which is to ensure that if you want to farm exp and gold, you can't just play passive but also have to partake or alterantively, help a character farm by letting your healer bonk them on the head with a staff just as they're about to die. It also discourages the player to just play passive with healers and take some risks too, for more rewards.


    Either way, this is a mechanic that I think could be really cool for developers to be able to use in their projects.





    should be right in the plugin parameters......just adjust the JP per enemy parameter
  7. Crimson Dragon Inc. said:
    should be right in the plugin parameters......just adjust the JP per enemy parameter



    Won't that give more JP regardless if the party member killed the monster or not?
  8. Tuomo L said:
    Won't that give more JP regardless if the party member killed the monster or not?



    nope gives the jp to the one kills the enemy.....there is a note tag that gives jp to all allies when the enemy is killed but the per enemy parameter is for the one who kills it
  9. Crimson Dragon Inc. said:
    nope gives the jp to the one kills the enemy.....there is a note tag that gives jp to all allies when the enemy is killed but the per enemy parameter is for the one who kills it



    Doesn't work. My JP per enemy is set to 50 but even though this mage killed 3 monster, she got least JP out of 3 characters, at 85 JP. (Which doesn't make any sense how come they got the least) No one leveled up and she was the only one who did attack, the others did only guard but that's worth only 10 JP. As said, everyone got the JP, not just her. It seems it gets automatically shared between alive party members.
  10. Tuomo L said:
    Doesn't work. My JP per enemy is set to 50 but even though this mage killed 3 monster, she got least JP. No one leveled up and she was the only one who did attack. As said, everyone got the JP, not just her. It seems it gets automatically shared between alive party members.





    yea and even looking at the help file.......there doesnt seem to be a way to accomplish this......even with a conditional branch common event you cant make the condition if actor kills for the plug in commands
  11. Tuomo L said:
    Doesn't work. My JP per enemy is set to 50 but even though this mage killed 3 monster, she got least JP out of 3 characters, at 85 JP. (Which doesn't make any sense how come they got the least) No one leveled up and she was the only one who did attack, the others did only guard but that's worth only 10 JP. As said, everyone got the JP, not just her. It seems it gets automatically shared between alive party members.


    Crimson Dragon Inc. said:
    yea and even looking at the help file.......there doesnt seem to be a way to accomplish this......even with a conditional branch common event you cant make the condition if actor kills for the plug in commands

    Although it doesn't seem like there's an easy way to do this, you can still accomplish it if you really want it.  In Tips and Tricks 9, Annie's Disintegrate, the skill Yanfly created returns MP if the battler she uses it on dies from that hit.










    Using the same concept, you could regulate an increase in JP for the specific actor that deals the deathblow, and base it on the JP value of the enemy.  The first step would be to decide on a % that it's ok for all members to gain from defeating an enemy, then reduce the JP value you place in the enemy to that amount.  For example, if you decide that an enemy is worth 100 JP, and you decide that 10% is going to be the shared JP across the board, then you set the JP for that enemy to 10 instead.  This will make sense in a minute.  [Edit: It is important that once you decide on the %, you maintain it across the board for all enemies.  So if you settle on 10%, then Enemy one, two, five, twenty, whatever, would all have to be 10%, otherwise your kills will return values that you will have a terrible time balancing later]


    In each skill's notetag you would need this:


    <Post-Damage Eval>


    if (target.hp <= 0) {


      user.gainJp(target.jp()*9);


    }


    </Post-Damage Eval>


    I tested it out and this works.


    If the enemy is set to be worth 10 JP   <JP: 10>, then the actor that kills it gains 90 for dealing the death blow and 10 for the enemy dying.  All other actors gain 10 for the enemy dying.


    Hope this helps.


    [edit:  if you wanted to, you could hardcode a specific class that gets the JP for the skill too.  Let's say you wanted class 1 to get JP from this kill:


    user.gainJP(target.jp()*9); would become user.gainJP(target.jp()*9, 1);


    That way you could link special skills to certain classes if you wanted to.]
  12. Audorn said:
    Although it doesn't seem like there's an easy way to do this, you can still accomplish it if you really want it.  In Tips and Tricks 9, Annie's Disintegrate, the skill Yanfly created returns MP if the battler she uses it on dies from that hit.










    Using the same concept, you could regulate an increase in JP for the specific actor that deals the deathblow, and base it on the JP value of the enemy.  The first step would be to decide on a % that it's ok for all members to gain from defeating an enemy, then reduce the JP value you place in the enemy to that amount.  For example, if you decide that an enemy is worth 100 JP, and you decide that 10% is going to be the shared JP across the board, then you set the JP for that enemy to 10 instead.  This will make sense in a minute.


    In each skill's notetag you would need this:


    <Post-Damage Eval>


    if (target.hp <= 0) {


      user.gainJp(target.jp()*9);


    }


    </Post-Damage Eval>


    I tested it out and this works.


    If the enemy is set to be worth 10 JP   <JP: 10>, then the actor that kills it gains 90 for dealing the death blow and 10 for the enemy dying.  All other actors gain 10 for the enemy dying.


    Hope this helps.


    [edit:  if you wanted to, you could hardcode a specific class that gets the JP for the skill too.  Let's say you wanted class 1 to get JP from this kill:


    user.gainJP(target.jp()*9); would become user.gainJP(target.jp()*9, 1);


    That way you could link special skills to certain classes if you wanted to.]



    I think you're on to something, if there's a way to get this to work with exp then I think it'll be perfect.
  13. Tuomo L said:
    I think you're on to something, if there's a way to get this to work with exp then I think it'll be perfect.

    Ok, tested a bit and found that there is a similar script call that can be used to get the value stored in the enemy Exp box.  So if you follow the same concept as before and use a 10% baseline, this grants the other 90% to the actor dealing the death blow.


    user.gainExp(target.exp()*9);


    Place that line of code directly under the user.gainJp line so that it only executes if the skill results in the target dying.


    Something to be aware of though - this does not add the exp to the actor at the end of the battle, it adds it to the actor immediately upon completing the skill.  So the information in the victory aftermath will not be accurate and will seem to indicate that all actors are gaining the same amount of Exp.  The Exp bar will be much farther on the actor that got the death blows though, they may even be on an altogether higher level.


    My guess is there's a way to get that experience and push it into the victory aftermath total, but I don't have the time to look for it right now.  Maybe this evening if I get a chance.


    One last note: The greater the bonus for getting the death blow the more difficult it can be to balance the combat and the characters, so it might be better to keep it small, like a 10-20% boost - just a thought.  [edit: That would mean that you'd use a different equation to get the death blow bonus.  For 20% gain on death blow that would be:


    user.gainJp(target.jp()/4);


    user.gainExp(target.exp()/4);


    So the enemy would be worth 100, the JP and EXP values on the enemy would both be 80, and the actor dealing the death blow would gain an additional 20 of each.]


    Hope that helps.
  14. I don't know if anyone else has run in to this, but there seems to be a conflict between the damage core plugin and the selection control plugin, at least on my end.


    For some reason The <disperse damage> tag wouldn't actually split the damage, I discovered it was the damage core plugin that was causing the problem, I disabled the damage core plugin and the damage dispersal works fine now, but I still wonder why it's happening. Is anyone else using both the Damage Core and Selection Control plugins that has ran into this problem?
  15. Yahallo,


    First, excuse my english if if I make spelling mistakes.


    First (second part), Thanks you so much for your plugin and I love your works.


    Well, I have a problem with the pluggin Save Core.


    It's not a bug but a request for this plugin.


    In fact, I use a plugin to skip the title screen, I have a personal title screen now but I can't call your pluggin to load my file, or I don't know how doing this.


    Actually, I use this code to load my file, but with the plugin Save Core I have a error message.


    SceneManager.push(Scene_load);




    My request is simple, can you add the possibilitie to call your pluggin for makers withs original title screen?


    If it's already possible, can you tell me how to do?


    Thank you in advance for your answer and good continuation. ^^

    4.jpg
  16. Kingdommangas said:
    Yahallo,


    First, excuse my english if if I make spelling mistakes.


    First (second part), Thanks you so much for your plugin and I love your works.


    Well, I have a problem with the pluggin Save Core.


    It's not a bug but a request for this plugin.


    In fact, I use a plugin to skip the title screen, I have a personal title screen now but I can't call your pluggin to load my file, or I don't know how doing this.


    Actually, I use this code to load my file, but with the plugin Save Core I have a error message.



    SceneManager.push(Scene_load);




    My request is simple, can you add the possibilitie to call your pluggin for makers withs original title screen?


    If it's already possible, can you tell me how to do?


    Thank you in advance for your answer and good continuation. ^^


    View attachment 39123


    Reproduce the error and when it comes up press F8 Copy and paste everything in the log into a spoiler in your reply.

    Also Yanfly will not be able to help for the next 6 days. He/she made a post a page or 2 ago explaining why.
  17. Due to Yanfly being unable to answer any questions for at least a week, I ask our members to be considerate and wait until his return. Yanfly is unavailable to answer anything at the moment, so please be patient.
  18. Kingdommangas said:
    Yahallo,


    First, excuse my english if if I make spelling mistakes.


    First (second part), Thanks you so much for your plugin and I love your works.


    Well, I have a problem with the pluggin Save Core.


    It's not a bug but a request for this plugin.


    In fact, I use a plugin to skip the title screen, I have a personal title screen now but I can't call your pluggin to load my file, or I don't know how doing this.


    Actually, I use this code to load my file, but with the plugin Save Core I have a error message.



    SceneManager.push(Scene_load);




    My request is simple, can you add the possibilitie to call your pluggin for makers withs original title screen?


    If it's already possible, can you tell me how to do?


    Thank you in advance for your answer and good continuation. ^^

    So, try calling Scene_Save (or just call it using the button in the event if that is easier), and I believe your problem should be solved.


    You see, the Save Core plugin merges the save and load screens together.
  19. rearda88 said:
    hey yanfly, any plugin for follow up skill for rmmv?




    Jomarcenter said:
    suggestion for the save core:


    can you make a way to have a different background when you open the save menu?


    Just a suggestion that could be good.


    it kinda looks awkward and odd if the menu background with the game logo is see thru with the window on the game menu.





    Yanfly would appreciate this thread being ONLY FOR BUG REPORTS. Please respect Yanfly's wishes by making requests in the proper forum.

    edysedys said:
    There's a trouble that with the YEP_EquipBattleSkills, Actors can only use the skills equipped.


    I wonder how to use skills added by weapon/armor/state



    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.


    Follow these Instructions. All steps MUST be followed or I will require you to redo it.


    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 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.


    And as was stated, please be patient. Yanfly is currently out for the next few days.


    If you believe you need immediate support, try asking your question in this forum.
  20. yep.38 Has a insane lag betwen turns