[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 236 of 309 View original ↗
  1. I have a question, Yanfly. I think there's something missing in your Target Core.


    Is there a proper way you can make a small change on it? I mean, there's target all, target row, etc. But I was wondering if there was like a Target everyone besides self or anyone flagged. This way, you can have enemies fight with each other while still on the point that it fights with the player. I thought that was one missing feature the target core seems to have.


    Thanks!
  2. Hikitsune-Red said:
    In theory (I am at work, and unable to test this, so all I've got is some quick searching) you should be able to switch the if target.result().missed || target.result().evaded line with if target.result().critical to set-up the scenario for a critical strike.

    I did not mean in the case of CRITICAL,


    I meant in the case that the ability to hit the enemy in case of 50% of success !!! ...


    and only then activates the status !!!
  3. Dear Yanfly,


    I really love your work on the plugins, especially the action sequence packs that Vibrato are using godlikely. Then there is this question:


    The animated sideview enemies plugin seems didn't working on my side. I think that I write the correct command in the note tags but the enemies I working on isn't animated ... Attached with this is the said plugin commands ... correct me if I'm wrong


    View attachment animated side view.txt
  4. I have a question about the 1st Action Sequence plugin.


    I'm making a skill that uses a common event to add dialogue before the animation starts.It runs perfectly well, but after the turn is done, the dialogue plays again.


    I am aware that this is due to having the common event as a trait, but if I get rid of it, the dialogue doesn't run at all. Is there a way to have the dialogue only play


    once and not at the end of the skill? 

    Help.png
  5. BUG REPORT


    Plugin Name: YEP.44 – Animated Sideview Enemies


    Bug Explanation: 


    1) State overlays cannot be deactivated for animated battlers. Neither setting the default to "false" in the plugin parameters nor using the "Sideview Hide State Overlay" note tag seem to have any effect.


    2) State icons are way too low on the animated enemies, partly disappearing behind the battler graphic.


    I attached two pictures to show what I mean. The one with the rat enemies & sleep/blind state is from the sample project linked below. The one with the bat enemies is from my project (that's why there is a snail overlay for the slow effect).


    Exact Steps on How to Replicate Bug: 


    1) Have animated battlers. (In the sample project I included a SV rat battler i found here on the forum. I experienced the same issue with the SV bat battler.) 


    2) Engage the enemy. (In the sample project you can either battle test with the second troop on the list, or touch one of the rat events scurrying on the test map.)


    3) Use a skill on them on them that applies a state. (In the sample project I gave Marsha a sleep and a blind spell to demonstrate the issue).


    4) Scratch your head…


    Sample Project (REQUIRED): The sample project can be found here: LINK


    It only includes the most current versions of "Battle Engine Core" and "Animated Sideview Enemies" as plugins. 


    Therefore I assume it is a general problem, and not just something I experienced.


    (In the "Animated Sideview Enemies" plugin I've already set the overlay parameter to false. The "Sideview Hide State Overlay" note tag is already included in the rat enemy notes, but I deactivated it with //.) 


    I hope there is an easy solution, because I'd really love to use animated enemy battlers wherever possible.


    Thank you so much for your time  :)


    Sleep Blind.png


    Slow.png
  6. How do you get the ClearGab to work? The player walks on it but then it does nothing.


    And how do you set the Smart Jump up, I'm still new to Rpgmaker.


    Pretty sure their not bugs and I'm just doing it wrong xD
  7. Quite.Toxick said:
    BUG REPORT


    Plugin Name: YEP.44 – Animated Sideview Enemies


    Bug Explanation: 


    1) State overlays cannot be deactivated for animated battlers. Neither setting the default to "false" in the plugin parameters nor using the "Sideview Hide State Overlay" note tag seem to have any effect.


    2) State icons are way too low on the animated enemies, partly disappearing behind the battler graphic.


    I attached two pictures to show what I mean. The one with the rat enemies & sleep/blind state is from the sample project linked below. The one with the bat enemies is from my project (that's why there is a snail overlay for the slow effect).


    Exact Steps on How to Replicate Bug: 


    1) Have animated battlers. (In the sample project I included a SV rat battler i found here on the forum. I experienced the same issue with the SV bat battler.) 


    2) Engage the enemy. (In the sample project you can either battle test with the second troop on the list, or touch one of the rat events scurrying on the test map.)


    3) Use a skill on them on them that applies a state. (In the sample project I gave Marsha a sleep and a blind spell to demonstrate the issue).


    4) Scratch your head…


    Sample Project (REQUIRED): The sample project can be found here: LINK


    It only includes the most current versions of "Battle Engine Core" and "Animated Sideview Enemies" as plugins. 


    Therefore I assume it is a general problem, and not just something I experienced.


    (In the "Animated Sideview Enemies" plugin I've already set the overlay parameter to false. The "Sideview Hide State Overlay" note tag is already included in the rat enemy notes, but I deactivated it with //.) 


    I hope there is an easy solution, because I'd really love to use animated enemy battlers wherever possible.


    Thank you so much for your time  :)


    View attachment 44053


    View attachment 44051



    Thanks. I'll get this checked out.


    ---

    Krad1213 said:
    How do you get the ClearGab to work? The player walks on it but then it does nothing.


    And how do you set the Smart Jump up, I'm still new to Rpgmaker.


    Pretty sure their not bugs and I'm just doing it wrong xD



    All of the instructions are on the video and the help file.
  8. I'm using Force Advantage and I came up with a problem.


    In the Terms tab, I left the ambush line empty, because I'm having the party leader react to it.


    But when I tested and got ambushed, I got an empty window, and then the content of the common event.


    Is there a way to have it so when the ambush/first strike line in the RM editor is empty, it is skipped? Since I am putting an ambush music, that single window is a nuisance, since while this window is up, it is the standard battle theme that plays.

    Damned_Window.PNG
  9. Yoshifull said:
    I'm using Force Advantage and I came up with a problem.


    In the Terms tab, I left the ambush line empty, because I'm having the party leader react to it.


    But when I tested and got ambushed, I got an empty window, and then the content of the common event.


    Is there a way to have it so when the ambush/first strike line in the RM editor is empty, it is skipped? Since I am putting an ambush music, that single window is a nuisance, since while this window is up, it is the standard battle theme that plays.


    View attachment 44087



    Tweak the settings in the Battle Engine Core to make the messages not appear.
  10. Tips & Tricks - Elemental Exposure (Diablo 3)  - RPG Maker MV












    The Wizard, from Diablo 3, has an ability that causes whatever target it deals elemental damage to, to gain an exposed weakness taking more damage from anyone (not just elemental damage). This effect can stack multiple times. Here's how you can recreate this effect in RPG Maker MV!


    You can grab the copy/paste code here:
    Yanfly.moe: http://yanfly.moe/2016/07/29/tips-tricks-elemental-exposure-diablo-3-rpg-maker-mv/


    Enjoy!
  11. Yanfly said:
    Tips & Tricks - Elemental Exposure (Diablo 3)  - RPG Maker MV












    The Wizard, from Diablo 3, has an ability that causes whatever target it deals elemental damage to, to gain an exposed weakness taking more damage from anyone (not just elemental damage). This effect can stack multiple times. Here's how you can recreate this effect in RPG Maker MV!


    You can grab the copy/paste code here:
    Yanfly.moe: http://yanfly.moe/2016/07/29/tips-tricks-elemental-exposure-diablo-3-rpg-maker-mv/


    Enjoy!





    now my game willl get another interesting element to add more appeal and strategy :D  mostly cuase i'll have a boss fight or two who utilize this :D
  12. A really hope this is a bug and not intentional. It kinda kills the whole point of the party switch system.


    Plugin Name: Skill Cooldowns (Whe used with Actor Party Switch)


    Bug Explanation: Cooldowns not working when party member is not in combat


    Error Report: None


    Exact Steps on How to Replicate Bug: Actor A uses a skill with a cooldown then switches for a reserve party member. The skills actor A used will not cooldown while actor A is in reserve.


    Sample Project (REQUIRED): Uneeded.
  13. Dou you think it's possible with this plugin to have a diagonal view instead of a sideview battle? 


    Like the battle system in Suikoden 2? 

    Spoiler
    1-PSOGL060.jpg
  14. Izeck said:
    A really hope this is a bug and not intentional. It kinda kills the whole point of the party switch system.


    Plugin Name: Skill Cooldowns (Whe used with Actor Party Switch)


    Bug Explanation: Cooldowns not working when party member is not in combat


    Error Report: None


    Exact Steps on How to Replicate Bug: Actor A uses a skill with a cooldown then switches for a reserve party member. The skills actor A used will not cooldown while actor A is in reserve.


    Sample Project (REQUIRED): Uneeded.





    one how does it kill the point of the party switch system?


    two it is most likely intentional


    three you have to provide a sample project for him to even look at the error
  15. Crimson Dragon Inc. said:
    one how does it kill the point of the party switch system?


    two it is most likely intentional


    three you have to provide a sample project for him to even look at the error



     There is no error log. If I make a sample there will be nothing to show. The bug is (I hoped) clearly explained in my post.


    As for how does it kill the party switch:


     Switching party members in battle will be pointless because their cooldowns don't cooldown while they are in reserve. So switching a party member in battle will make that member useless when/if you bring him/her back into the battle ass their skills are still unavailable.
  16. Not sure if this is the right forum to report this problem, but I'm having a yanfly issue base on items. So I understand the item core system and how important it is; however, when trying to find a new item, lets say a broadsword to replace a shortsword, I'm having this issue base on two things: 1 is that even a regular shortsword somehow gives a -5 over the shortsword I am currently using, and with the broadsword it gives a -2 rather than a positive x number.


    Now I am unsure if this is either an item issue or a stats issue within the yanfly plugins. All I know is that I need to disable whatever feature it is that's overlapping status between player and weapon. If anything, the weapon/armor is suppose to be the one improving the character, not the character improving the weapon/armor. Least in my game that's how it is suppose to be running.
  17. @Aurawhisperer: You forgot to set up the plug-in. By default, the plug-in applies a variance of +/-x (don't remember the number) to *all* stats, unless you disable it. Head into the settings and set that to 0, and you will not see what you are currently seeing.
  18. Seems like that'll only take effect if the game starts over. Hopefully that is the case
  19. @Izeck: That's the rules. If you don't put a sample project, it is assumed that you don't care enough to get it fixed (see the post at the top of the page), so Yanfly will ignore it. It might be a harsh stance, but yanfly had to take it due to being overloaded. So you will either need to post a sample project, or live with it.


    Though, on another note, @Yanfly: You have this same problem in your VXAce scripts too with cooldowns. So if you used that as a base and just converted it to JavaScript, it will have the same problem here in MV too.


    @Aurawhisperer: Yep, it will require a new game. The Item core adds a feature called independent items, and once the item's been created in the game (as in, found or added to the party), the stats are permanent, and cannot be changed short of either giving the party another item, or starting over.
  20. bgillisp said:
    @Izeck: That's the rules. If you don't put a sample project, it is assumed that you don't care enough to get it fixed (see the post at the top of the page), so Yanfly will ignore it. It might be a harsh stance, but yanfly had to take it due to being overloaded. So you will either need to post a sample project, or live with it.


    Though, on another note, @Yanfly: You have this same problem in your VXAce scripts too with cooldowns. So if you used that as a base and just converted it to JavaScript, it will have the same problem here in MV too.


    @Aurawhisperer: Yep, it will require a new game. The Item core adds a feature called independent items, and once the item's been created in the game (as in, found or added to the party), the stats are permanent, and cannot be changed short of either giving the party another item, or starting over.

    Well, that fixed the issue!