Great work!
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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I actually am using those tags:
<Single or Multiple Select>
<Disperse Damage>
<Actor or EnemySelect>
The YEP_X_SelectionControl is active, maybe i'll need to look further. -
I actually am using those tags:
<Single or Multiple Select>
<Disperse Damage>
<Actor or EnemySelect>
The YEP_X_SelectionControl is active, maybe i'll need to look further.
Shouldn't there be a space between enemy and select? -
Indeed, funny thing is that i can select allies and enemies anyway.
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I'm fairly certain I found a bug in the steal and snatch plugin.
Plugin Name: YEP_StealSNatch
Bug Explanation: The <Steal Rate: +x%> note tag has no effect on gold or item stealing, possibly weapon and armor too.
Error Report: N/A
Exact Steps on How to Replicate Bug:
- Make an enemy with a low gold or item steal rate (25%)
- Add <Steal Gold>, <Steal Item>, or <Steal> to the default attack skill
- Add a notetag <Steal Rate: +75%> to your actor
- Do a test battle with the enemy you made.
- Note that despite the fact that the steal rate + and the gold steal note tag on the enemy add up to 100% you will still fail to steal most of the time.
- Change the <Steal Rate: 75%> to <Steal Gold Rate: 75%>
- Do the test battle again and note that the steal doesn't fail.
Sample Project (REQUIRED): stealissue.zip
I also tried with a giant bonus value of 1000%, and it had the same effect as if there were no bonus at all.
Thanks, I'll check it out. - Make an enemy with a low gold or item steal rate (25%)
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View attachment 40802
My skill costs 1 tp (inquina) and applies a state that costs 1 tp each turn maintained.
I used the Custom Cost Display to show this, but the custom text is higher than the normal cost.
This is the custom text:
\}\C[30]1 Inquina cada turno
Maybe I missed something?
You're not. That actually has more to do with the way RPG Maker MV draws text with font changes. :/ When drawing text, the y coordinate is based on the upper left corner of the text, which means if the font shrinks, it will naturally go upward. If anything, I can make some textcodes that shift text upward and downward by a few pixels since I do find this problematic as well.
EDIT: Huh, apparently, this is a bug inherent within MV itself. It's due to the way font height and shifts are calculated. I'll have to look deeper into this. -
Plugin Name: YEP_Core_Engine v.1.16
Bug Explanation: tiles and other characters wiggle (shake) on the map with !Parallax.
Error Report: N/A
Exact Steps on How to Replicate Bug:
- i use parallax (!Ocean) on the map. if i use (VE_Diagonal_Movement), if i move diagonal, all tiles and other characters on the map wiggle (shake) on the map a little bit.
- if i use (Ocean) without (!) , no problems.
- i will not the parallax move with the actor.
Sample Project (REQUIRED):i have no dropbox. - i use parallax (!Ocean) on the map. if i use (VE_Diagonal_Movement), if i move diagonal, all tiles and other characters on the map wiggle (shake) on the map a little bit.
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Plugin Name: YEP_Core_Engine v.1.16
Bug Explanation: tiles and other characters wiggle (shake) on the map with !Parallax.
Error Report: N/A
Exact Steps on How to Replicate Bug:
- i use parallax (!Ocean) on the map. if i use (VE_Diagonal_Movement), if i move diagonal, all tiles and other characters on the map wiggle (shake) on the map a little bit.
- if i use (Ocean) without (!) , no problems.
- i will not the parallax move with the actor.
Sample Project (REQUIRED):i have no dropbox.
I'm going to point out a few things of note in this bug report for your benefit, despite not being able to speak for Yanfly who has a much better grasp on how this all works, but in relation to your bug report, and you/Yanfly can correct me if I'm wrong:
Other than the Core Engine fixing tile tearing, I'm not sure that it is the cause, however, that being said, you are also using VE (Victor Engine?) plugins? This may be a compatibility issue, which is outside of Yanfly's hands, to quote Yanfly (despite what the quote box says):
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.
In regards to your not having dropbox, you can make one, or use another one of the hundreds of file sharing services out there such as Google Drive. The Sample Project is an absolute must have (hence the REQUIRED) in ensuring the way the bug is handled. - i use parallax (!Ocean) on the map. if i use (VE_Diagonal_Movement), if i move diagonal, all tiles and other characters on the map wiggle (shake) on the map a little bit.
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I don't think it's a bug per se... but the Comment Box isn't big enough to fit the Eval codes from the Help File, or at least mine aren't.


The second image was my attempt to fix the problem by finishing the Eval in a second Comment. Did I do something wrong?
Also, is this the thread to ask questions about the plugins that are not related to the Action Sequences? Like how do you make the menu like the one in Yanfly's video for the CEM2? The one where the menu has an outline look to it... I don't have a screenshot, but I think that's a good description.
Is there a group of people out there that can help noobs and lost lambs around the plugins and their lunatic modes. Maybe show some examples with pictures? I learn faster and easier with visual cues.... The video's for the CEM don't go into specifics and pretty much just expect you to trial and error the hell out of it until you get the desired effect, but it I still have no clue how to work this plugin at all.... though I can get a basic looking menu going, it would be nice to have a few tips or tricks to help.
So, other than the Action Sequence Thread, is there a thread where I can go and ask my many questions? Or maybe get a few tips and tricks for some of the different plugins? -
I don't think it's a bug per se... but the Comment Box isn't big enough to fit the Eval codes from the Help File, or at least mine aren't.
To answer your question, yes, you do put them in a second Comment Box. I, myself, was initially quite confused by that as well, but finishing it in a second box worked for me.
Also, is this the thread to ask questions about the plugins that are not related to the Action Sequences? Like how do you make the menu like the one in Yanfly's video for the CEM2? The one where the menu has an outline look to it... I don't have a screenshot, but I think that's a good description.
Is there a group of people out there that can help noobs and lost lambs around the plugins and their lunatic modes. Maybe show some examples with pictures? I learn faster and easier with visual cues.... The video's for the CEM don't go into specifics and pretty much just expect you to trial and error the hell out of it until you get the desired effect, but it I still have no clue how to work this plugin at all.... though I can get a basic looking menu going, it would be nice to have a few tips or tricks to help.
So, other than the Action Sequence Thread, is there a thread where I can go and ask my many questions? Or maybe get a few tips and tricks for some of the different plugins?
To answer the general question here, yes, there is a place to ask such questions, such as the Plug-in Support Forum. Just start a new thread there.
In relation to help with Lunatic Mode aid, the Support Forum really is the place to go, but I wouldn't mind taking a crack at whipping up some sort of deeper tutorial for that to keep Yanfly's plate a little emptier for their benefit. -
To answer your question, yes, you do put them in a second Comment Box. I, myself, was initially quite confused by that as well, but finishing it in a second box worked for me.
How did you get it to work? I get an error when I did it. Maybe a quick screenshot of your event script?
To answer the general question here, yes, there is a place to ask such questions, such as the Plug-in Support Forum. Just start a new thread there.
I was actually thinking something like the tips and tricks.... I hate asking questions since it takes soo long for anyone to answer them [if they even answer them, I have a question or two that are completely unanswered to this day]. But if there were maybe a few tips and tricks or some tutorials on the more complex and advanced ways to use Yanfly's plugins then I could work out how do what I want myself. That's what I'd really like to do.
In relation to help with Lunatic Mode aid, the Support Forum really is the place to go, but I wouldn't mind taking a crack at whipping up some sort of deeper tutorial for that to keep Yanfly's plate a little emptier for their benefit.
That would be awesome thanks.... Like i said, I'm a visual learner [I'm sure I'm not the only one], so screenshots or video tutorials are my bread and butter. Someone can type out a complete manual for this, details in all, but without a visual cue [screenshots or the like] then I'll be more lost than a blind man in a maze. Just FYI. -
That would be awesome thanks.... Like i said, I'm a visual learner [I'm sure I'm not the only one], so screenshots or video tutorials are my bread and butter. Someone can type out a complete manual for this, details in all, but without a visual cue [screenshots or the like] then I'll be more lost than a blind man in a maze. Just FYI.
I'll see what I can do, but (as much as I wish I could say otherwise) no guarantees.
This'll be a learning experience for me, as well. Being a hands-on guy, myself. -
It's not a bug at all but I need help with the auto passive state plugin.
I want to know how to write a lunatic effect to check if a state is on (example : if I get poisoned, then my auto state activates).
I'd also like to know how to set it up so that the auto state applies when using a certain skill (example : I use skill number 41, and the auto state triggers).
Also : is it possible that when they apply on certain conditions, they can still disappear after a few turns or will they stay ?
On VX ace, I used a script by victor sant that had almost the same name (state auto apply) and that was very nice to do all that.
If anyone can help me, a big thank you ! -
I'll see what I can do, but (as much as I wish I could say otherwise) no guarantees.
This'll be a learning experience for me, as well. Being a hands-on guy, myself.
I look forward to watching or reading the tutorials... Thanks, they'll come in handy.
BTW: As a pure shot in the dark I got the Comment thing to work for me... in one comment box.
<Menu Enable Eval>
if ($gameSwitches.value(19)) {
enabled = true;
} else {
enabled = false; }
</Menu Enable Eval>
I put the ending tag [usually it's on it's own line] at the end of the last line after the semi-colon. This frees up a space for the "<>" tag and it still works.
I didn't think it would work, but I was frustrated that nothing else did... Glad that part is over. -
You're not. That actually has more to do with the way RPG Maker MV draws text with font changes. :/ When drawing text, the y coordinate is based on the upper left corner of the text, which means if the font shrinks, it will naturally go upward. If anything, I can make some textcodes that shift text upward and downward by a few pixels since I do find this problematic as well.
EDIT: Huh, apparently, this is a bug inherent within MV itself. It's due to the way font height and shifts are calculated. I'll have to look deeper into this.
Fixed so nicely! Thank you so much Yanfly! -
View attachment 40802
My skill costs 1 tp (inquina) and applies a state that costs 1 tp each turn maintained.
I used the Custom Cost Display to show this, but the custom text is higher than the normal cost.
This is the custom text:
\}\C[30]1 Inquina cada turno
Maybe I missed something?
Oh! I'm pretty sure this is the problem I'm having, too. However the latest update today doesn't seem to fix it.
Seemingly random text objects in my game display at the wrong heights in a similar way to this, it's very frustrating.
(I wasn't going to post about this here as I'm not sure if it's to do with a Yanfly script or just an inherent MV thing, but this post seems to be the same issue)
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It's not a bug at all but I need help with the auto passive state plugin.
I want to know how to write a lunatic effect to check if a state is on (example : if I get poisoned, then my auto state activates).
I'd also like to know how to set it up so that the auto state applies when using a certain skill (example : I use skill number 41, and the auto state triggers).
Also : is it possible that when they apply on certain conditions, they can still disappear after a few turns or will they stay ?
On VX ace, I used a script by victor sant that had almost the same name (state auto apply) and that was very nice to do all that.
If anyone can help me, a big thank you !
To see if a certain character has a state applied you can use this (there's probably a better way, this is just what I found mozying through code at 1 AM):
Code:<Custom Passive Condition> condition = false; user.states().forEach(function(state) { if (state.id === X) { condition = true; } }, user); </Custom Passive Condition>
Just replace the X with the State ID of your Poisoned state.
As to your second question, you (as far as I know) can't apply a passive state on the use of a skill, as that would kind of defeat the purpose of it being Auto and Passive...
Putting the notetag on a skill will cause any battler's that know the skill to have the State applied assuming the conditions are met.
As to your third question, no, but technically yes. Assigning a "Turn End" removal to a state (theoretically) makes it disappear, but the system simply reapplies it so long as the conditions are still met.
EDIT: With the Skills & Buffs Core you can, however, just setup another condition (like a switch) that turns it off and on. There are always workarounds, but I assumed you were looking for basic functionality.
I look forward to watching or reading the tutorials... Thanks, they'll come in handy.
BTW: As a pure shot in the dark I got the Comment thing to work for me... in one comment box.
I put the ending tag [usually it's on it's own line] at the end of the last line after the semi-colon. This frees up a space for the "<>" tag and it still works.
I didn't think it would work, but I was frustrated that nothing else did... Glad that part is over.

In looking at this image, it looks like you're using the wrong end tag. <Menu Enable Eval> appears to be at the start, and </Menu Visible Eval> appears to be at the end.
That being said, here's an example of my code that uses two, unseparated boxes, (and yes, it works) :

I also have done one that was a single line, all the code going horizontal. Both work. -
I have a question about the item synthesis plugin. I have not been able to find an answer to yet. If there has already been an answer and I missed it I apologize.
Is there a way to make it where when crafting the ingredients are not taken away from the inventory. So I want to have a Leather cap recipe that requires a needle, leather, and wool. Can I make it where the needle does not get destroyed. So it can be used over and over again.
Thank you to anyone that helps in this question. -
I have a question about the item synthesis plugin. I have not been able to find an answer to yet. If there has already been an answer and I missed it I apologize.
Is there a way to make it where when crafting the ingredients are not taken away from the inventory. So I want to have a Leather cap recipe that requires a needle, leather, and wool. Can I make it where the needle does not get destroyed. So it can be used over and over again.
Thank you to anyone that helps in this question.
Functionally speaking, no.
Consider using the needle as a recipe item, this way it is required to be in the inventory for crafting of the related items to occur.