[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 21 of 309 View original ↗
  1. Vegnarus said:
    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.
    I tried ... but the battle crashes and no longer flows .....
  2. Great work, Yanfly. I am loving the party system, and all of your plugins for that matter.  I have one question regarding switching characters in battle. Only the characters that ended in the party are gaining exp and JP. I was wondering if I am missing something or if you are planning on adding that at some point? And would it be possible for the victory aftermath plugin to reflect all of the characters that were in battle? Similar to FFX. 
  3. Lionheart_84 said:
    I tried ... but the battle crashes and no longer flows .....
    Looks like it could be a bug or an incompatibility issue. Lionheart, If you can, upload a screenshot of your plugin list on imgur. That could help pinpoint the problem.
  4. Vegnarus said:
    Looks like it could be a bug or an incompatibility issue. Lionheart, If you can, upload a screenshot of your plugin list on imgur. That could help pinpoint the problem.
    Well, it calculates that the ONLY plugin yanfly .... and freezes ONLY when I use the ATB yanfly .....
  5. How can I remove the "remove" command"?

    Thanks for your efforts so far !!
  6. Alucart said:
    How can I remove the "remove" command"?

    Thanks for your efforts so far !!
    Search for this.addRemoveCommand();

    Delete it. :)

    EDIT: Woo! Finally off work so now I can make some changes!

    http://yanfly.moe/plugins/en/YEP_PartySystem.js

    New changes here!

    - Added 'Battle Cooldown' plugin parameter.

    - Added feature where if you leave the class comand name empty, it will remove the command.
  7. Yanfly said:
    Search for this.addRemoveCommand();

    Delete it. :)

    EDIT: Woo! Finally off work so now I can make some changes!

    http://yanfly.moe/plugins/en/YEP_PartySystem.js

    New changes here!

    - Added 'Battle Cooldown' plugin parameter.

    - Added feature where if you leave the class comand name empty, it will remove the command.
    thank you bro!!

    And here I go again.... How can I put the whole party to follow the party leader on the map?

    thanks for all your patience.
  8. Hey Yanfly, is it possible to make an addition to your PartySystem plugin to have an Event's "Actor" condition check if the actor is in the party as defined through the plugin?

    I have events that look for certain actors to be in your party in order to show up on the map. However, if you have the actor "with you" but not "in your party" as defined through the plugin, the events show up anyway. I would like the event to only be active through this condition if they are selected to be in the party through the plugin.

    If any questions, just ask!
  9. Alucart said:
    thank you bro!!

    And here I go again.... How can I put the whole party to follow the party leader on the map?

    thanks for all your patience.
    You mean as followers? That will require another plugin. This only modifies the party changing menu and a few mechanics related to party changing, not the follower count. If you want to change that, go into your rpg_objects.js, look for this:

    Game_Followers.prototype.initialize = function() { this._visible = $dataSystem.optFollowers; this._gathering = false; this._data = []; for (var i = 1; i < $gameParty.maxBattleMembers(); i++) { this._data.push(new Game_Follower(i)); }};and replace it with

    Game_Followers.prototype.initialize = function() { this._visible = $dataSystem.optFollowers; this._gathering = false; this._data = []; for (var i = 1; i < (whatever number you want); i++) { this._data.push(new Game_Follower(i)); }};Change 'whatever number you want'.

    wrigty12 said:
    Hey Yanfly, is it possible to make an addition to your PartySystem plugin to have an Event's "Actor" condition check if the actor is in the party as defined through the plugin?

    I have events that look for certain actors to be in your party in order to show up on the map. However, if you have the actor "with you" but not "in your party" as defined through the plugin, the events show up anyway. I would like the event to only be active through this condition if they are selected to be in the party through the plugin.

    If any questions, just ask!
    You can use a script call for that actually. :D

    $gameParty.battleMembers().contains($gameActors.actor(1))
  10. Yanfly said:
    You mean as followers? That will require another plugin. This only modifies the party changing menu and a few mechanics related to party changing, not the follower count. If you want to change that, go into your rpg_objects.js, look for this:

    Game_Followers.prototype.initialize = function() { this._visible = $dataSystem.optFollowers; this._gathering = false; this._data = []; for (var i = 1; i < $gameParty.maxBattleMembers(); i++) { this._data.push(new Game_Follower(i)); }};and replace it with

    Game_Followers.prototype.initialize = function() { this._visible = $dataSystem.optFollowers; this._gathering = false; this._data = []; for (var i = 1; i < (whatever number you want); i++) { this._data.push(new Game_Follower(i)); }};Change 'whatever number you want'.

    You can use a script call for that actually. :D

    $gameParty.battleMembers().contains($gameActors.actor(1))
    That would work amazingly... But the Event's Conditions itself (The conditions that make it appear on the map) doesn't have a script box... :/
  11. Maybe try

    var switchId = 10;var value = $gameParty.battleMembers().contains($gameActors.actor(1));$gameSwitches.setValue(switchId, value);?
  12. wrigty12 said:
    That would work amazingly... But the Event's Conditions itself (The conditions that make it appear on the map) doesn't have a script box... :/
    Wrigty12, you can use a Conditional Branch and the script box on tab 4 for that. 

    EDIT: This might be a bit tricky come to think of it. I'll try it in the editor.
  13. Yanfly said:
    Maybe try

    var switchId = 10;var value = $gameParty.battleMembers().contains($gameActors.actor(1));$gameSwitches.setValue(switchId, value);?
    I couldn't figure out a good place to put that in the plugin itself, so I just put it in a Common Event that always runs Parallel. 

    Vegnarus said:
    Wrigty12, you can use a Conditional Branch and the script box on tab 4 for that. 

    EDIT: This might be a bit tricky come to think of it. I'll try it in the editor.
    I was looking for the Event's Conditions, not the stuff the Event can do. (Conditions on the left side of the Event itself).
  14. wrigty12 said:
    I couldn't figure out a good place to put that in the plugin itself, so I just put it in a Common Event that always runs Parallel. 

    I was looking for the Event's Conditions, not the stuff the Event can do. (Conditions on the left side of the Event itself).
    Yeah, you can still use the Conditional Branch in the way I mentioned and I got it to work just now.

    Make a page with the graphic being empty and on Autorun. Make a conditional branch, select tab 4, Script, and then paste this in there: $gameParty.battleMembers().contains($gameActors.actor(X)) (change X to the Actor's ID)

    Then place a Control Self-Switch A = ON below that. Make a new page, set the conditions to Self-Switch A and have the actual graphic and event commands in this page to be executed like normal.
  15. Sadly, I'm unable to change aspects of the editor. Your best bet is to make use of the script call in a common event and run it via parallel like you said to match the case of switch conditions.
  16. It's fine. I think the way I have it now should work.

    I DO have something weird happening though in the Formation scene. All of my HP/MP bars are being cut off on the right side (Still does it when only this plugin is on)

    Here is what it looks like:

    Spoiler
    yanfly_Error.png
    EDIT

    It seems as if it is your CoreEngine that is messing with it.. After double checking all plugins that is the only one that makes it look like that.
  17. I can't see your image.
  18. Didn't work, but thank you for every thing.

    Untitled.jpg