[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 23 of 309 View original ↗
  1. VHStapes said:
    This is probably a really newbie issue but what system are we supposed to be using to discern what colors are equal to which numbers for the HP Gauges? It doesn't seem to take hex, it wants a 2-digit number and from just randomly throwing numbers into it I can't figure out how to get red.
    It uses text colors found in your Window.png file within image/system.

    JahwsUF said:
    Taking a look at this, I'm left with one question.  Is it possible to have this disabled by default, but enabled when a character in the battle party has a special trait or state?  (Kind of like Libra from FFXII.)
    Not currently.

    Sera said:
    Hey Yanfly, I have a question for your new Visual HP plugin:

    Would there be any way to include an option for the HP to be displayed in the form of text/numbers instead of a bar?

    (I know that sounds like an awful downgrade, but humor me.)

    Having these numbers 'tick down' in the same way that bars decrease in length would be amazing.

    If you're wondering how this deviates from the standard damage popups: damage popups show you the exact amount of damage that has been dealt, whereas this would instead show the target's HP rapidly ticking down from its pre-attack total to its post-attack total.
    Hmm, I may make that into a separate plugin.
  2. Is it possible to make the Enemy HP Gauges be compatible with Prettier Gauges by Rocketmancer? I would love to have the option to change how the bars look.
  3. Black Noise said:
    How did this error come to happen in the first place?

    I was experimenting with the plug-in together with Bobstah's Custom Stats plug-in.

    http://forums.rpgmakerweb.com/index.php?/topic/48551-bobstahs-custom-stats-132/

    So I created a new stat to be used partially to influence the Critical hit rate, called "Dexterity" (or "dex") together with the Luck(luk) parameter.

    CRITICAL RATE FORMULA

    rate = user.cri + (user.luk * (1 - 0.5) + user.dex * (1 - 0.5) * (1 - target.cev);

    (What I was trying to do is add half of the Luck and Dexterity attributes to the Critical Rate as opposed to the whole of these two stats, just

    to balance it out, otherwise the player would be scoring Critical hits too often).

     

    Flat Critical Formula

    value += ((baseDamage > 0) ? 1 : -1) * 1.5 * bonus;

    (As you can see, I removed the luk parameter. I'm not sure how this helps, but you never know).

    Black Noise said:
    Just after I read your post, I just tested it in the Damage formulas.

    Yes, it works.

    Also, I tweaked the Critical Rate Formula and it started working properly again.

    Although another solution was that I added the Dexterity stat to the monsters, which I didn't think of doing until now.
    Did you copy your Critical Rate Formular from the editor in your post or did you mistyped there?

    I ask because there is a missing closing parenthesis in your formular.

    If it was indeed exactly as in your editor, than that probably caused the error you had.

    And after you tweaked your formular, that little typing error was gone ;)

    rate = user.cri + (user.luk * (1 - 0.5) + user.dex * (1 - 0.5) * (1 - target.cev);
  4. http://yanfly.moe/plugins/en/YEP_X_VisualHpGauge.js

    Code:
     * Version 1.01: * - Rewrote the good majority of plugin to accomodate the following features: * ---'Always Visible' parameter. * ---'Gauge Position' parameter. * ---'Y Buffer' parameter. * ---'Use Thick Gauges' parameter. * ---'Show HP' parameter. * ---'Show Value' parameter. * ---'Show Max' parameter.
  5. Question. Are there any quest tab or quest journal scripts and if not is yanfly gonna be the one to make it ?
  6. SoulEaterXD said:
    Question. Are there any quest tab or quest journal scripts and if not is yanfly gonna be the one to make it ?
    check vlues collection he has a quest script
  7. Hey Yanfly, i'm having a messed up bug with the BattleEngineCore and VisualHpGauge. I am getting the error message "TypeError: undefined is not a function" when entering a battle.

    I feel like HpGauge might have started this problem... since it only happens when VisualHpGauge is enabled. Hopefully you can help me out :(

    What i've tested:

    - Battle test & Full playtest, same result

    - <Show HP Gauge> as a notetag, and not

    - Plugin order in the manager is absolutely in the proper order as listed on main post

    - Redownload / reenable BattleEngineCore and VisualHpGauge js files 3 times

    - No other plugins besides your own on my project currently

    It's v1.01 perhaps a small coding issue with that version if you didnt test it? Thanks if you can help me out.

    Edit: I discovered that your Portugese mirror file is still V1.0 and that version works. So I guess its safe to say v1.01 has some issue.
  8. may be a silly question, but if i have the enemy gauge always visible, is it meant to stay up after the enemy is defeated? I just ran a test and would rather it didn't but i still want the gauge always visible when the enemy is alive.
  9. Hi yanfly!

    I love your skill learn plugin in collaboration with jobpoints plugin.

    Is there any way to buy Items/Armors/Weapons with jobpoints? that would be awesome!  :D

    keep up the good work!
  10. would be nice to be able to have the hp bars above the enemies instead of below, as well as their names.

    Edited:

    Found the names above enemies option. Also keep getting an "undefined error" when I try and use this plugin. Turning it off, everything is fine.
  11. 10kk said:
    Hey Yanfly, i'm having a messed up bug with the BattleEngineCore and VisualHpGauge. I am getting the error message "TypeError: undefined is not a function" when entering a battle.

    I feel like HpGauge might have started this problem... since it only happens when VisualHpGauge is enabled. Hopefully you can help me out :(

    What i've tested:

    - Battle test & Full playtest, same result

    - <Show HP Gauge> as a notetag, and not

    - Plugin order in the manager is absolutely in the proper order as listed on main post

    - Redownload / reenable BattleEngineCore and VisualHpGauge js files 3 times

    - No other plugins besides your own on my project currently

    It's v1.01 perhaps a small coding issue with that version if you didnt test it? Thanks if you can help me out.

    Edit: I discovered that your Portugese mirror file is still V1.0 and that version works. So I guess its safe to say v1.01 has some issue.
    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 said:


     

    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.

    ksart said:
    may be a silly question, but if i have the enemy gauge always visible, is it meant to stay up after the enemy is defeated? I just ran a test and would rather it didn't but i still want the gauge always visible when the enemy is alive.
    This is unintended. I'll fix it. Thanks for the catch!<3

    Edit: Fixed! http://yanfly.moe/plugins/en/YEP_X_VisualHpGauge.js

    Yuudai said:
    Hi yanfly!

    I love your skill learn plugin in collaboration with jobpoints plugin.

    Is there any way to buy Items/Armors/Weapons with jobpoints? that would be awesome!  :D

    keep up the good work!
    It'll be shown in the next Tips & Tricks. :)

    dayhjawk said:
    would be nice to be able to have the hp bars above the enemies instead of below, as well as their names.

    Edited:

    Found the names above enemies option. Also keep getting an "undefined error" when I try and use this plugin. Turning it off, everything is fine.
    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 said:


     

    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.
  12. I also get the undefined error. And I only downloaded the plugin after it already was 1.01. I even redownloaded it with the fix you posted above and tested it again (and yes, I opened it up in the plugin manager).

    TypeError: undefined is not a function at Sprite_Enemy.Sprite_Battler.createVisualHpGaugeWindow (file:///D:/RPG-Maker/Rivalit%C3%A4t%202/Spiel/Aktuell/Rivalit%C3%A4t%202/js/plugins/YEP_X_VisualHpGauge.js:396:21) at Sprite_Enemy.Sprite_Battler.update (file:///D:/RPG-Maker/Rivalit%C3%A4t%202/Spiel/Aktuell/Rivalit%C3%A4t%202/js/plugins/YEP_X_VisualHpGauge.js:390:10) at Sprite_Enemy.update (file:///D:/RPG-Maker/Rivalit%C3%A4t%202/Spiel/Aktuell/Rivalit%C3%A4t%202/js/rpg_sprites.js:948:37) at Sprite_Enemy.update (file:///D:/RPG-Maker/Rivalit%C3%A4t%202/Spiel/Aktuell/Rivalit%C3%A4t%202/js/plugins/YEP_BattleEngineCore.js:2320:36) at file:///D:/RPG-Maker/Rivalit%C3%A4t%202/Spiel/Aktuell/Rivalit%C3%A4t%202/js/rpg_core.js:3290:19 at Array.forEach (native) at Sprite.update (file:///D:/RPG-Maker/Rivalit%C3%A4t%202/Spiel/Aktuell/Rivalit%C3%A4t%202/js/rpg_core.js:3288:19) at file:///D:/RPG-Maker/Rivalit%C3%A4t%202/Spiel/Aktuell/Rivalit%C3%A4t%202/js/rpg_core.js:3290:19 at Array.forEach (native) at Sprite.update (file:///D:/RPG-Maker/Rivalit%C3%A4t%202/Spiel/Aktuell/Rivalit%C3%A4t%202/js/rpg_core.js:3288:19)Everything works fine after I turn it off. I haven't tested it with the 1.00 version though.
  13. Marston said:
    I also get the undefined error. And I only downloaded the plugin after it already was 1.01. I even redownloaded it with the fix you posted above and tested it again (and yes, I opened it up in the plugin manager).

    TypeError: undefined is not a function at Sprite_Enemy.Sprite_Battler.createVisualHpGaugeWindow (file:///D:/RPG-Maker/Rivalit%C3%A4t%202/Spiel/Aktuell/Rivalit%C3%A4t%202/js/plugins/YEP_X_VisualHpGauge.js:396:21) at Sprite_Enemy.Sprite_Battler.update (file:///D:/RPG-Maker/Rivalit%C3%A4t%202/Spiel/Aktuell/Rivalit%C3%A4t%202/js/plugins/YEP_X_VisualHpGauge.js:390:10) at Sprite_Enemy.update (file:///D:/RPG-Maker/Rivalit%C3%A4t%202/Spiel/Aktuell/Rivalit%C3%A4t%202/js/rpg_sprites.js:948:37) at Sprite_Enemy.update (file:///D:/RPG-Maker/Rivalit%C3%A4t%202/Spiel/Aktuell/Rivalit%C3%A4t%202/js/plugins/YEP_BattleEngineCore.js:2320:36) at file:///D:/RPG-Maker/Rivalit%C3%A4t%202/Spiel/Aktuell/Rivalit%C3%A4t%202/js/rpg_core.js:3290:19 at Array.forEach (native) at Sprite.update (file:///D:/RPG-Maker/Rivalit%C3%A4t%202/Spiel/Aktuell/Rivalit%C3%A4t%202/js/rpg_core.js:3288:19) at file:///D:/RPG-Maker/Rivalit%C3%A4t%202/Spiel/Aktuell/Rivalit%C3%A4t%202/js/rpg_core.js:3290:19 at Array.forEach (native) at Sprite.update (file:///D:/RPG-Maker/Rivalit%C3%A4t%202/Spiel/Aktuell/Rivalit%C3%A4t%202/js/rpg_core.js:3288:19)Everything works fine after I turn it off. I haven't tested it with the 1.00 version though.
    Oh man. That's what I get for rewriting entire chunks of code late at night. Anyway, this should fix it: http://yanfly.moe/plugins/en/YEP_X_VisualHpGauge.js
  14. Yep, it works. Not for old saves, though (which shouldn't be that suprising).
  15. Try it one more time. Made another update to it to see if it'd work with old saves.
  16. Visual ATB Gauge

    Features and How to Use




    For Yanfly Engine Plugins - Battle System - ATB users, you can now display ATB gauges for your enemies! This plugin is plug and play but it does require the YEP_BattleSysATB plugin.

    Plugin: http://yanfly.moe/2015/11/22/yep-31-visual-atb-gauge/

    Instructions

    Spoiler
    This plugin requires YEP_BattleEngineCore and YEP_X_BattleSysATB. Make sure this plugin is located under YEP_BattleEngineCore and YEP_X_BattleSysATB in the plugin list.

     

    This plugin will show the ATB Gauge for enemies if the current battle system is ATB. The gauges can be shown either below or above the enemies.

     

    Notetags

     

    The following are some notetags you can use to adjust the appearance of the enemy’s ATB Gauge.

     

    Enemy Notetags:

     

    <Show ATB Gauge>

    <Hide ATB Gauge>

    This will cause the ATB Gauge to be shown or hidden ignoring the default settings found in the parameters.

     

    <ATB Gauge Width: x>

    This allows you to set the enemy’s ATB Gauge width to x instead of having it match the enemy’s battler graphic width.

     

    Happy RPG Making!
  17. Same with me, I only ever used the 1.01 version

    Thank you for the update, love the plugins :>
  18. Is there a way that I might push the position of state icons up a few pixels so they don't totally obscure the ATB bar?

    15_1122_statesATBSight.PNG
  19. Roguedeus said:
    Is there a way that I might push the position of state icons up a few pixels so they don't totally obscure the ATB bar?

    attachicon.gif15_1122_statesATBSight.PNG
    Unfortunately, if you push it up a bit more, it will cause the pixels to be cut by the window due to the padding restriction.