[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 227 of 309 View original ↗
  1. Tips & Tricks - Enemy Transformations


    It can also adapt to the actor ????  :D
  2. Lionheart_84 said:
    Tips & Tricks - Enemy Transformations


    It can also adapt to the actor ????  :D



    Watch the video again. He says at the ending that next Tips & Tricks will be to transform actors.
  3. Is there a package avaible where you can download all the plugins in one folder? 
  4. VenTene said:
    Is there a package avaible where you can download all the plugins in one folder? 



    Anytime there is an update, you can find a full package of ALL plug-ins on Yanfly's website with a direct link in the post. Just scroll down to the latest update post.
  5. I hope this is the right place to post this, as the old comment section on your site just links here and to another post (unless I am overlooking something, which happens to me a lot...)


    Yanfly, is it possible with your Item Durability plugin to set an event to repair items, such as a blacksmith you can pay to repair your armor/weapons?
  6. Yanfly said:

    THIS THREAD WILL BE USED FOR UPDATES AND BUG REPORTS!


    This thread is NOT a request thread. Requests include new plugins, new features for existing plugins, and features that you personally think should exist but currently do not. If you want requests, visit the proper subforum for it; this thread is not the place to do so.






    To make a bug report, simply report it in this thread. Chances are, I will find out about the bug in this thread than by making one in the JS Support forum.


    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. DO NOT USE SAVES. I need to know exactly how to recreate the problem from start to finish. Simply giving me a save file tells me nothing.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.


    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.


    NOTE2: As I've stated before in the previous note, I'll only provide support for my own codes that I, myself, have provided. To make this clear, this means strictly the plugins I've made and any code for Lunatic Mode that I, personally, have provided through Tips & Tricks. I am not responsible for any coding errors, coding roadblocks, or code questions that you come across within your own Lunatic Mode code. Unless the Lunatic Mode notetag itself has a bug, you are to ask your questions here.


    NOTE3: However, as an exception to NOTE2, this does not mean I am going to explain to you how to use all the various functions inside of my plugins. If a function added by my plugins is not listed in the Help File, it means I do not deem that function to be used for script calls. Therefore, if you choose a function outside of the ones listed in the help files to use in a script call, I am NOT responsible for it not working properly for you. No script call support will be provided for functions not listed within the help file.


    WHY I NEED A CLEAN SAMPLE PROJECT FOR BUG REPORTS:




    If you're wondering why I make it an absolute requirement for sample projects containing to be made, it's because in the past, I've chased and hunted bugs that do not exist either because a user had a conflicting error with a non-Yanfly plugin, has not updated the plugins, using the plugin incorrectly, or think something is a bug when it really isn't. The amount of time I've wasted chasing these "bugs" is unfathomable as that time could have been spent developing new content. To mitigate this issue, I made it an absolute requirement for bugs to be reported in such a manner because of the following:

    1. It makes the player go through all of the troubleshooting steps to reduce the amount of user errors. If the user identifies it as a user error, then the user would also have gained troubleshooting skills, which are essential for game development.
    2. Isolate the bugs caused by Yanfly plugins away from non-Yanfly plugins. As stated above, I do not provide support for non-Yanfly plugins due to my lack of time to create compatibility patches for non-Yanfly plugins. Having over 100+ plugins, making a compatibility patch for each one of those with every other plugin out there is absolute insanity.
    3. It shows that the user is serious about getting the bug fixed as I am. Being able to put out time to isolate a problem so it can be fixed means the user is serious about getting their game made. As a user's time is important to them, my time is also important to me, and this is our mutual agreement to get things done cooperatively.



    Thank you for understanding.


    BASIC TROUBLE SHOOTING




    1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/


    2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.


    3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?


    4. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager? 


    You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video: http://yanfly.moe/yep/changelog/


    Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.


    5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.


    6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.


    F.A.Q. ABOUT ATB AND CTB PLUGINS


    The ATB and CTB plugins are custom battle systems that do NOT involve a turn-based system that you're used to with the default turn-based battle system (DTB). They function off of a tick-based system, which means it does not work off standard means. This also means you have to adjust either the plugin or your game to fit these means. Here are some frequently reported "issues" with the system. None of these are bugs so do not report them as bugs.

    • If ATB bars are taking too long to fill up, then change your battlers' AGI values to higher or change the plugin parameters to fit your game.
    • If ATB states are dropping in turns too quickly, this is because you didn't adjust the proper state turn settings within the Battle Engine Core to fit your game.
    • For ATB, no, I will NOT make Active Mode. It's not because I can't (I've made it before in VX's Yanfly Engine Melody). It's because RPG Maker MV's code structure for the battle system makes it more likely to break everything if it does so. If this is something you absolutely need, the Plugin Request Forum is your place to visit, if DoubleX RMMV Popularized ATB Core(which is at least compatible with my Battle Engine Core with the compatibility fix) can't meet your demands already.
    • If there is "lag" between CTB turns, this isn't because of the plugin. This is because your low AGI values is making the game go through hundreds to thousands of CTB updates per tick. Once again, either you increase the AGI values or change the plugin parameters to fit your 
    • In CTB, States "skipping" multiple turns when updating isn't a bug. It is because in between the previous battler next battler, there was a huge gap in time, enough to go through two state turn cycles. Adjust the state turn settings within the Battle Engine Core to fit your game.
    • For CTB, no, I will NOT make multiple instances of turn icons appearing for multiple actors. If you want something like that made, you can request it in the Plugin Request Forum.

    If all of these issues are beyond you, then I'm afraid the ATB and CTB plugins aren't for you. As a developer, it is your responsibility to understand the plugins and systems you are using. You are not doing your players any favor by using a system that you, yourself, do not fully comprehend. I will not educate anyone how ATB and CTB systems work. My plugins work based on the ATB and CTB systems of existing Final Fantasy games with slight tweaks to fit RPG Maker MV's system. Please study them on your own accord. 


    TERMS OF USE



    Any original material made by Yanfly is free for use with both free and commercial RPG Maker games unless specified otherwise. I do not demand royalties or special liberties if you choose to use Yanfly original content in your commercial games. (Although a free copy of your game would be nice!) I only ask that you provide “Yanfly” or “Yanfly Engine” a spot in your game’s credits.


     


    Any edits made to Yanfly original material are okay as long as you still provide the proper credit. Any non-Original content posted, linked, or shared on my website and channel will still require you to contact the respective parties for permission of use.


     


    I think this is simple. I’d like to keep it simple. I ask of you, as users, to please do not do things that will make me complicate it for everyone.
  7. ShadowfireOmega said:
    Yanfly, is it possible with your Item Durability plugin to set an event to repair items, such as a blacksmith you can pay to repair your armor/weapons?



    No.


    However, (though I'm rather certain it is not the answer you're looking for, I'll mention it anyway, if but for personal pride)


    I'm currently working on a guest party member system using Yanfly's Plug-Ins similar to that of Dark Chronicle's Support Character system. I just tested it out using a Blacksmith character who's skill gives the player 4x Blacksmith repair "items" that only work with the Blacksmith in the party.
  8. lokirafael said:
    Watch the video again. He says at the ending that next Tips & Tricks will be to transform actors.



    OK thanks!!! :D  I just have to wait !!!  ;)
  9. Tips & Tricks - Actor Transformations - RPG Maker MV










    Last episode, we showed you how to transform enemies. This episode, we'll show you how to do it for actors! And yes, they're done differently! This video will show you how and why.


    You can grab the copy/paste code here:
    Yanfly.moe: http://yanfly.moe/2016/07/06/tips-tricks-actor-transformations-rpg-maker-mv/


    Enjoy!
  10. Awesome Trick! <3
  11. Please delete, figured out a better way of doing this. :)
  12. Got a bug report.


    Plugin Name:  YEP Skill Core


    Bug Explanation: The <Hide if Learned Skill: X> and related tags don't work for skills added through equipment traits.


    Error Report: N/A


    Exact Steps on How to Replicate Bug: Add a <Hide if Learned Skill: X> note to a skill and give the skill to an actor. Add a trait to an equip that learns that skill, then equip


    it on the actor. Both the new skill and the old skill remain present and usable on the map and in battle.


    Sample Project (REQUIRED): https://www.mediafire.com/?28wu8d5jv298rl5


    Harold knows the "Spark" skill by default. I tagged it to be replaced if he learns "Fire". The "Shield" armor has a trait that teaches "Fire", and Harold starts equipped with it. There's an event that starts a battle right in front of the player start, for seeing the bug also happening during battle.
  13. Tips & Tricks - Actor Transformations - RPG Maker MV


    It can do that when you are transformed, as well as the graphics, it also changes the class ??? and this remains until the status is active ??? :guffaw:
  14. I have a question about the Special Parameters formula.  When calculating PDR (Physical Damage Rate) Yanfly explains in the description of the plugin that the lower the PDR percentage the better.  My question is, I am creating some armor that I want to increase the users physical damage resistance.  I'm using the plugins notetags, and Im wondering which one I should use.  Should I change the PLUS, RATE, or FLAT, and should they go up or down?  Thanks!!
  15. Just starting programming w/ RPG Maker MV and am planning on using YEP.  I just wanted to say this engine makes me very excited to start working on my first project.  Thanks for the excellent plugins and the great videos which have already given me loads of ideas.
  16. Just started using RPG Maker VX and I love Yanfly Plugins but running into an issue. I'm trying to get a Skill Set to have a use pool (similar to MP) but utilizing the Limited Skill Use system. So in this situation it is a Skill set called Maneuvers. So I want any skills from this menu to share their uses.


    As an example if I have 5 uses for all. And the abilities, Quick Hit, Sweeping Slash and Fire Sword (for example) And I use "Sweeping Slash", then when I go back to that menu every skill should say "4/5" since I used one. I tired this with he following note tags


    <Limit Use: 5>


    <SType 3 Limited Uses: -1>


    <Skill 8 Limited Uses: +1>


    This works for Skill number 8 perfectly, but when I past it into the other like skills (updated the bottom note tag as needed) it is only dropping the use from the skill I just used. Would this be the correct coding or is their a better way to do this. I'm not sure if it's a bug or that I'm a newbie to this stuff.
  17. I am not necessarily sure if this is a bug or not, but I am using your YEP_SkillLearnSystem plugin and I am using a "Class Trainer", ie someone who activates the Skill Learn System through an event.  The skills show up and the window works just fine, until I confirm the purchase of a skill.  I get an error stating their was a gradient fill error and the game crashes.  I'm not sure if this is related to anything in your plugin, but I was hoping for some ideas on how to fix it.
  18. please delete, solved!
  19. I'm having an Issue with the Tips and Tricks Jumping Skill:


    I have installed the required plugins as seen here: https://www.dropbox.com/s/d2vgaofoco7ua37/Issue%201.jpg?dl=0


    and I have also created the Skills and states Below copied from Yenfly.Moe's website:


    https://www.dropbox.com/s/k4pqpke8tqq7nse/Issue%202.jpg?dl=0


    https://www.dropbox.com/s/4b4u6l72n58qtz1/Issue%203.jpg?dl=0


    and I have the Following in the Notes for the Jump skill:

    Spoiler
    // Action Sequences


    // Setup: Jump animation.


    <Setup Action>


    display action


    camera focus: user


    zoom: 150%


    perform start


    wait: 60


    se: Wind1, 80, 150


    float user: 495%, 20


    opacity user: 0%, 20


    wait for float


    </Setup Action>


    // Whole: Ensure nothing happens.


    <Whole Action>


    </Whole Action>


    // Target: Flag the target.


    <Target Action>


    action effect


    </Target Action>


    // Follow: Apply Jump state to user.


    <Follow Action>


    add state 52: user


    </Follow Action>


    // Finish: Without landing.


    <Finish Action>


    clear battle log


    reset camera


    reset zoom


    wait for camera


    wait for zoom


    </Finish Action>



    The following for the Jump State:

    Spoiler
    // Selection Control


    <Cannot Select: All>


    // Buffs & States Core


    <Custom Leave Effect>


    // Get the landing skill.


    var skill = 23;


    // Get the last targeted index.


    var target = -2;


    // Queue the forced action.


    BattleManager.queueForceAction(user, skill, target);


    </Custom Leave Effect>



    And finally the following for the Landing Skill:

    Spoiler
    // Action Sequence


    // Setup: Setup landing spot.


    <Setup Action>


    clear battle log


    display action


    immortal: targets, true


    move user: target, base, 1


    </Setup Action>


    // Whole: Land and deal damage to all targets.


    <Whole Action>


    camera focus: target


    zoom: 150%


    wait: 60


    motion attack: user


    opacity user: 100%, 1


    float user: 0, 20


    wait: 10


    animation 2: targets


    action effect


    shake screen: 5, 5, 5


    wait for animation


    </Whole Action>


    // Target: Ensure nothing happens.


    <Target Action>


    </Target Action>


    // Follow: Reset everything.


    <Follow Action>


    reset camera


    reset zoom


    jump user: 200%, 30


    move user: return, 30


    wait for movement


    </Follow Action>



    Jump is Skill # 22 in my skill list, The jump State is state 52 and the Landing skill is skill #23 in my skill list, when I test this out on a test battle and within a game play test, I have a single party member.


    https://www.dropbox.com/s/k555m7y25grzd5d/Issue%204.jpg?dl=0


    and i have the Jump skill in her skill list:


    https://www.dropbox.com/s/omam6bprplb7q0p/Issue%205.jpg?dl=0


    when I use the Jump skill she jumps into the air as normal:


    https://www.dropbox.com/s/4fjqt6im5bs8c04/Issue%206.jpg?dl=0


    but my issue is she does NOT land on an enemy, she stays in the air and continues to fight but is still airborne.


    https://www.dropbox.com/s/8mgylq74hqtlhxu/Issue%207.jpg?dl=0


    can someone assist me with this issue please and thanks.
  20. RayKamiya said:
    I'm having an Issue with the Tips and Tricks Jumping Skill:

    Buffs and States Core would be below the Action Sequence plugins. I also believe Selection Control's version is 1.06a.
    Once the jump state is removed is when the rest of the skill activated. So, you'd check 'remove at battle end' and set auto-removal timing of your choice on the jump state's page in the database.

    Looking at the order of all of the plugins, I also see that quite a few yanfly plugins aren't in order, as they're usually supposed to go. Putting plugins in order as shown here will usually fix quite a bit of things.