[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 238 of 309 View original ↗
  1. Yanfly said:
    Tips & Tricks - Timeless Strike










    Have a spammable skill? Does it take forever for its animation to finish and you'd like to streamline it? This Tips & Tricks video will show you how to do just that in RPG Maker MV!


    You can grab the copy/paste code here:
    Yanfly.moe: http://yanfly.moe/2016/08/03/tips-tricks-timeless-strike-rpg-maker-mv/


    Enjoy!



    I really like this one! With all these T&T, I just never seem to run out of ideas! Imagine five T&T every week, that would be awesome!


    Keep up the T&T, they definitely help me out with skill ideas and such!


    And I also can't wait until that plugin you mentioned!!!


    By the way, with the Item Synthesis Plugin, is it possible to have some items with the ????? name while other items don't?


    (Sorry if I shouldn't be asking here, and sorry for wasting your time)
  2. Meteodros said:
    I really like this one! With all these T&T, I just never seem to run out of ideas! Imagine five T&T every week, that would be awesome!


    Keep up the T&T, they definitely help me out with skill ideas and such!


    And I also can't wait until that plugin you mentioned!!!


    By the way, with the Item Synthesis Plugin, is it possible to have some items with the ????? name while other items don't?


    (Sorry if I shouldn't be asking here, and sorry for wasting your time)



    You can use the <Mask Name: x> notetag to display them differently per item. :)
  3. Yanfly said:
    You can use the <Mask Name: x> notetag to display them differently per item. :)



    Oh, I remember that one! Thanks for that, now I need to go off and use that notetag with roughly 600 weapons and armour...


    Well, at least I can do that! 


    Man, that plugin you showed not too long ago looks awesome, I'm excited for this!


    There are so many things that can be done with Lunatic Mode, I'm so glad it's there in the plugins!


    Lunatic Mode... Where did that name even come from? Are we all lunatics for using code to make our skills more unique? :p  
  4. Not a bug, but is there any way to have a conditional "custom cost display" that changes depending upon a variable?


    For example, if an actor needs to be below 50% HP before they can use an ability, I'd like the cost to appear as "<50% HP" when the user is above 50% HP (and grayed out, but I can handle that), but have it change to "30MP" once they meet the HP% requirement.


    And if there's a better place for Yanfly engine questions, I'll post this there instead. :)
  5. Does showing state related messages when a state is applied inside an action sequence actually work? I.e. writing an action sequence like this:

    Code:
    <setup action>
    add state 4: target, show
    </setup action>

    It adds the state, but it doesn't show the state related message like it should. I have already turned state text on in the BattleEngineCore. I have a sample project if you'd like.
  6. Meteodros said:
    Oh, I remember that one! Thanks for that, now I need to go off and use that notetag with roughly 600 weapons and armour...


    Well, at least I can do that! 


    Man, that plugin you showed not too long ago looks awesome, I'm excited for this!


    There are so many things that can be done with Lunatic Mode, I'm so glad it's there in the plugins!


    Lunatic Mode... Where did that name even come from? Are we all lunatics for using code to make our skills more unique? :p  



    Lunatic Mode was something that started off as an inside joke since VX. In VX, I used to label the difficulty of usage for my scripts by Easy, Normal, Hard. Then came the idea of using code within noteboxes and notetags and I labeled that as Lunatic Mode as a reference to Touhou game difficulties. Somehow, that caught on by the community and the community members started calling things Lunatic Mode on their own. Ever since then, I just kinda went with it.


    ---

    JLowther said:
    Not a bug, but is there any way to have a conditional "custom cost display" that changes depending upon a variable?


    For example, if an actor needs to be below 50% HP before they can use an ability, I'd like the cost to appear as "<50% HP" when the user is above 50% HP (and grayed out, but I can handle that), but have it change to "30MP" once they meet the HP% requirement.


    And if there's a better place for Yanfly engine questions, I'll post this there instead. :)



    That's something you'll have to achieve using Lunatic Mode with the <Cost Display Eval> notetag.


     * Skill Notetags:
     *
     *   <Cost Display Eval>
     *    var variableId = 1;
     *    var value = 1000;
     *    $gameVariables.setValue(variableId, value);
     *   </Cost Display Eval>
     *   This notetag runs an eval before displaying the skill's cost. This is so
     *   you can set up variables and whatnot for your skill cost display text.
     *
     *   <Custom Cost Display>
     *    \c[4]\v[1]\c[0] Gold
     *   </Custom Cost Display>
     *   This is the custom text displayed before the rest of the skill costs. You
     *   can use text codes with this notetag.


    ---

    Mintorossa said:
    Does showing state related messages when a state is applied inside an action sequence actually work? I.e. writing an action sequence like this:

    Code:
    <setup action>
    add state 4: target, show
    </setup action>

    It adds the state, but it doesn't show the state related message like it should. I have already turned state text on in the BattleEngineCore. I have a sample project if you'd like.



    For action sequence help, visit this thread: 
  7. Yanfly said:
    That's something you'll have to achieve using Lunatic Mode with the <Cost Display Eval> notetag.


     * Skill Notetags:
     *
     *   <Cost Display Eval>
     *    var variableId = 1;
     *    var value = 1000;
     *    $gameVariables.setValue(variableId, value);
     *   </Cost Display Eval>
     *   This notetag runs an eval before displaying the skill's cost. This is so
     *   you can set up variables and whatnot for your skill cost display text.
     *
     *   <Custom Cost Display>
     *    \c[4]\v[1]\c[0] Gold
     *   </Custom Cost Display>
     *   This is the custom text displayed before the rest of the skill costs. You
     *   can use text codes with this notetag.



    I take it I can't use conditionals between the custom cost display tags, correct?
     


    Is it possible to change the text string itself in the custom cost display via the eval?


    And thanks for the help. :)
  8. Plugin Name: ExtraMessagePack 1


    Bug Explanation:  If you have very many choices listed, after increasing the showable choices to anything past 14 rows the choices begin to be pushed upward past the screen instead of the choice menu continuing to go down even if there'd be space on screen to show more choices still. Again, 14 rows is okay but anything after will cause the choice menu to be pushed more and more upward away from the screen. I guess the reason that this wasn't caught sooner is because it's extremely rare for the developers to need to display more than 14 choices at once? (However, I did need for one specific instance and that's how I discovered this.)


    Error Report: n/a


    Exact Steps on How to Replicate Bug: Talk to the horse in the sample project to see how the choices are displayed. Now, set the choice row number to 15 or above in ExtraMessagePack1 configuration. Then talk to the horse in the sample project again and see how the choices menu breaks after.


    Sample Project (REQUIRED)https://drive.google.com/file/d/0B9-RHUMwGNDNWUNrQWh1bjVWZ1U/view?usp=sharing Removed needless stuffs to make it smaller
  9. Tuomo L said:
    Plugin Name: ExtraMessagePack 1


    Bug Explanation:  If you have very many choices listed, after increasing the showable choices to anything past 14 rows the choices begin to be pushed upward past the screen instead of the choice menu continuing to go down even if there'd be space on screen to show more choices still. Again, 14 rows is okay but anything after will cause the choice menu to be pushed more and more upward away from the screen. I guess the reason that this wasn't caught sooner is because it's extremely rare for the developers to need to display more than 14 choices at once? (However, I did need for one specific instance and that's how I discovered this.)


    Error Report: n/a


    Exact Steps on How to Replicate Bug: Talk to the horse in the sample project to see how the choices are displayed. Now, set the choice row number to 15 or above in ExtraMessagePack1 configuration. Then talk to the horse in the sample project again and see how the choices menu breaks after.


    Sample Project (REQUIRED)https://drive.google.com/file/d/0B9-RHUMwGNDNWUNrQWh1bjVWZ1U/view?usp=sharing Removed needless stuffs to make it smaller



    This is not a bug. This is because RPG Maker MV positions the choice box on top of where the message window should be.
  10. Plugin- I dont know


    Bug- Combat wont load, says it cant load img Crystal_Red_4x2 and if you replace it with another image in the pictures file, then there is Crystal_Blue_4x2. Can replace them with different images, but it looks weird.


    How to replicate- Use the combat tester in the troops screen or any battle encounter


    Could i possibly know what plugin this image is in, so i can either change the image required, or possibly get an image for it


    View attachment Game.rpgproject
  11. sup yanfly. hey can i have your recomandation? i have a 1920x1080 HD tv for computer. how should i do my maps? Sorry for hitting u up on here, but couldnt find no other way of contacting you
  12. Hey Yanfly, can I use your plugins to make a paid game?


    P/S: I'll leave your name in credits.
  13. amazonwalrus said:
    sup yanfly. hey can i have your recomandation? i have a 1920x1080 HD tv for computer. how should i do my maps? Sorry for hitting u up on here, but couldnt find no other way of contacting you



    I'm not sure what you mean by "do" your maps. Can you elaborate?
  14. Yanfly said:
    Tips & Tricks - Dramatic Entry - RPG Maker MV











    Ever wanted to make a scripted battle where there's a customized battle intro? Now you can! This video will show you how to get started on your own!


    You can grab the copy/paste code here:
    Yanfly.moe: http://yanfly.moe/2016/08/05/tips-tricks-dramatic-entry-rpg-maker-mv/


    Enjoy!





    hmmm yes now that will work :D  as always yanfly you show us noobs whats up :D
  15. Yanfly said:
    I'm not sure what you mean by "do" your maps. Can you elaborate?

    I just need some advice on what my resolution should be. Map size etc....
  16. amazonwalrus said:
    I just need some advice on what my resolution should be. Map size etc....

    Depends if your making a building, city/village (Don't know what type of game your making, Fantasy, Sci-Fi, Modern, etc.) or even a world map. Though if you want to do a world map make sure it is fun and enjoyable not just some map to walk to the other place. Nothing bores a person quicker than having a bland world map that's too big. The length is bigger than the width in the generator it seems, make places look different from each other, possibly make certain areas darker, especially in an abandoned place such as a dungeon. If you can find a plugin to make light come from a source, it adds a lot more uniqueness to the areas and makes it more interesting. Every small little detail can count when making a map. For a village, usually dont make it more than around 30-40 length and/or width. Cities can vary greatly, but its best to cut those into chunks and make events of people (if it isnt an apocalypse) walking around to make it seem more lively. Buildings and or dungeons unless really small, should be in chunks.
  17. amazonwalrus said:
    I just need some advice on what my resolution should be. Map size etc....



    If you want my opinion, I don't recommend setting the max resolution size to 1920x1080 since that's the default resolution your game will run at for all computers. 1280x720 is the standard. For screen sizes, the maps can be any size as it will automatically center them onto the screen. If you want your map to fit the screen, just take the resolution size and divide by 48, which is the tile size.
  18. I set mine to 1104x624. i seen you post that somwhere on the internet. I like it. i'm a perfectionist. still looking for the perfect setup
  19. YEP.113 - Self Switches & Variables - RPG Maker MV










    RPG Maker MV comes with Self Switch functionality. However, the number of Self Switches provided is a mere 4 in total, not enough for some of the more complex events. This plugin will let you extend the number of Self Switches. Self Variables, on the other hand, do not exist in RPG Maker MV, so this plugin will provide functionality for that as well.


    You can grab the plugin here:
    Yanfly.moe: http://yanfly.moe/2016/08/06/yep-113-self-switches-variables-rpg-maker-mv/


    Enjoy!