hmmm um how would one go about setting up a self variable for an actors? or is that not possible yet?
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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Well, what about actor variable ?
Or else, a skill or a state or a script command that use "user._blalbla" variable.
Or even both, in the demo sample I provided (although it's in french, sorry) characters as their own IP (improvement point), that they gain every 4 level (just like in D&D5). Through a common event and "YEP_X_ActorVariables.js" I've managed to include these points in variable shown in the menu. With it, they can improve their basic state.
Is it what your looking for ? -
Well, what about actor variable ?
Or else, a skill or a state or a script command that use "user._blalbla" variable.
Or even both, in the demo sample I provided (although it's in french, sorry) characters as their own IP (improvement point), that they gain every 4 level (just like in D&D5). Through a common event and "YEP_X_ActorVariables.js" I've managed to include these points in variable shown in the menu. With it, they can imp
Is it what your looking for ?
no i'm looking at setting up variables for use in the base param, special param and extra param formulas using the plug ins provided by yanfly -
no i'm looking at setting up variables for use in the base param, special param and extra param formulas using the plug ins provided by yanfly
That's exactly what I did.
My variables change the Plus value, not the Flat, and is used in the actors base parameters formula.
Here some sample :
At the start of the game
var persoID = 1
var persoDN = 12
$gameActors.actor(persoID)._paramPlus[7] += 2;
$gameActors.actor(persoID)._paramPlus[0] += (4*(Math.ceil(Math.random()*persoDN + 1) + Math.floor(($gameActors.actor(persoID).paramBase(3) + $gameActors.actor(persoID).paramPlus(3) - 10) / 2)));
$gameActors.actor(persoID).refresh();
Through each level up (level up event)
$gameVariables.setValue(163, $gameActors.actor(1)._pointrestant);
And here one the skill they use to get stronger (Aka, more strengh point)
<Learn Cost Eval>
user._pointrestant = user._pointrestant || 0;
user._paramPlus[2] += 1;
user._pointrestant -= 1;
$gameVariables.setValue(163, $gameActors.actor(1)._pointrestant);
user.forgetSkill(41);
user.refresh();
</Learn Cost Eval>
Does it look like more what you'rel looking for ? -
edit: issue solved
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That's exactly what I did.
My variables change the Plus value, not the Flat, and is used in the actors base parameters formula.
Here some sample :
At the start of the game
var persoID = 1
var persoDN = 12
$gameActors.actor(persoID)._paramPlus[7] += 2;
$gameActors.actor(persoID)._paramPlus[0] += (4*(Math.ceil(Math.random()*persoDN + 1) + Math.floor(($gameActors.actor(persoID).paramBase(3) + $gameActors.actor(persoID).paramPlus(3) - 10) / 2)));
$gameActors.actor(persoID).refresh();
Through each level up (level up event)
$gameVariables.setValue(163, $gameActors.actor(1)._pointrestant);
And here one the skill they use to get stronger (Aka, more strengh point)
<Learn Cost Eval>
user._pointrestant = user._pointrestant || 0;
user._paramPlus[2] += 1;
user._pointrestant -= 1;
$gameVariables.setValue(163, $gameActors.actor(1)._pointrestant);
user.forgetSkill(41);
user.refresh();
</Learn Cost Eval>
Does it look like more what you'rel looking for ?
no no it is not -
RMMV v1.3.1
Plugin Name: YEP_PictureCommonEvents
Bug Explanation: Calling the plugincommand: HidePictureCommonEvents are not working and i don't know if the plugincommand: ShowPictureCommonEvents are working too (because i tried to set the opacity of the pictures to 0 and call that command then it's not work).
Error Report: None.
Exact Steps on How to Replicate Bug:
- Run a play test with show the picture.
- Call the plugin command and it's not working.
Sample Project (REQUIRED): Here's the sample project
Thank you :)
Thanks, I'll get this fixed.
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hmmm um how would one go about setting up a self variable for an actors? or is that not possible yet?
Self variables don't exist for actors in the sense the editor does. Further discussion of this should go to the JavaScript support forum: http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/ -
@Yanfly: Thank you :) Waiting for the new update of the plugin :)
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Self variables don't exist for actors in the sense the editor does. Further discussion of this should go to the JavaScript support forum: http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/
thank you for the reply :D -
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RMMV v.1.3.1
Pulgin Name: YEP_X_ActSeqPack2
Bug Explanation: After the 1.3.0 and 1.3.1 update, making an action sequence for a skill will not display action name or the action text (I made action text true).
Error Report: None
Exact Steps to Replicate Bug:
-Go into a battle
-Use the skill "Fang", which has the action sequence notes
Sample Project: http://www.mediafire.com/download/8r90n3a8b70ku5w/Project1.zip
Note: These are the text notes for the skill. It worked fine before the update.
<setup action>
animation 52: user
wait: 35
</setup action>
<target action>
MOTION ATTACK: user
wait: 30
animation 7: target
wait: 30
action effect
<\target action> -
RMMV v.1.3.1
Pulgin Name: YEP_X_ActSeqPack2
Bug Explanation: After the 1.3.0 and 1.3.1 update, making an action sequence for a skill will not display action name or the action text (I made action text true).
Error Report: None
Exact Steps to Replicate Bug:
-Go into a battle
-Use the skill "Fang", which has the action sequence notes
Sample Project: http://www.mediafire.com/download/8r90n3a8b70ku5w/Project1.zip
Note: These are the text notes for the skill. It worked fine before the update.
<setup action>
animation 52: user
wait: 35
</setup action>
<target action>
MOTION ATTACK: user
wait: 30
animation 7: target
wait: 30
action effect
<\target action>
Action sequence help goes here: -
Sorry about that. I thought it was a bug since I had done the same thing before the update and it had worked. I will ask about this in the proper section.
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Plugin Name:
Yep_RegionEvents
Yep_PictureCommonEvents
Bug Explanation: If both plugins active, and you put an event on region tagged tile (with linked common event via Yep_RegionEvents), event trigger is ignored if it is set as bellow character/event touch or bellow character/player touch. Bug is present in MV 1.2. as well as 1.3.1 so it is not related to recent MV update.
More details available here but not exactly necessary
Error Report: No error message
Exact Steps on How to Replicate Bug: fresh project, cover map with region 1, link region 1 to simple common event 1 via plugin parameters of Yep_RegionEvents. Put an event with setting bellow character/event touch or bellow character/player touch. This Local event is ignored.
If you remove region tag, or disable one of plugins above, or change local event trigger to same as character, then local event works.
Problem is only if all conditions above are met (both plugins active, common event linked to region, region on tile bellow local event, local event settings bellow character/event touch or bellow character/player touch)
Sample Project (REQUIRED): stripped sample included, two events - EV002 working cos not region tagged, EV001 is bugged one.
Project size is 5,5MB http://johauna.kilitar.cz/BugProject1.3.zip
EDIT: reuploaded sample project with yesterday updated Yep_PictureCommonEvents 1.04
Problem still persist after update. -
@Yanfly I have a bug to report, skill cooldown doesn't work for me...
I've tryed severals times, so I've followed the bug report guide (and still doesn't work)
so here it is the sample bug report project: http://www.mediafire.com/download/xrb97ion76noprv/YEPDebug_skillcooldown.zip -
@Yanfly I have a bug to report, skill cooldown doesn't work for me...
I've tryed severals times, so I've followed the bug report guide (and still doesn't work)
so here it is the sample bug report project: http://www.mediafire.com/download/xrb97ion76noprv/YEPDebug_skillcooldown.zip
Raffa50, I tried to check your project.
First, its unnecesary big, second, you made simple mistake to NOT read plugin description.
Problem is, you have cooldown on skills, but in the same time same skills on "bypass cooldown" table in plugin parameters
Skills on "bypass table" are NEVER on cooldown.
EDIT: Project is playable, I stupidly run it within zip archive :)
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@TheGreatKingPiccolo3 you forgot "display action" command line on the setup action part.
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Plugin Name:
Yep_RegionEvents
Yep_PictureCommonEvents
Bug Explanation: If both plugins active, and you put an event on region tagged tile (with linked common event via Yep_RegionEvents), event trigger is ignored if it is set as bellow character/event touch or bellow character/player touch. Bug is present in MV 1.2. as well as 1.3.1 so it is not related to recent MV update.
More details available here but not exactly necessary
Error Report: No error message
Exact Steps on How to Replicate Bug: fresh project, cover map with region 1, link region 1 to simple common event 1 via plugin parameters of Yep_RegionEvents. Put an event with setting bellow character/event touch or bellow character/player touch. This Local event is ignored.
If you remove region tag, or disable one of plugins above, or change local event trigger to same as character, then local event works.
Problem is only if all conditions above are met (both plugins active, common event linked to region, region on tile bellow local event, local event settings bellow character/event touch or bellow character/player touch)
Sample Project (REQUIRED): stripped sample included, two events - EV002 working cos not region tagged, EV001 is bugged one.
Project size is 5,5MB http://johauna.kilitar.cz/BugProject1.3.zip
EDIT: reuploaded sample project with yesterday updated Yep_PictureCommonEvents 1.04
Problem still persist after update.
This is not a bug. The same way if you were to make two events that trigger on step, then move them on top of each other, only one will run. It is entirely your responsibility to use the plugin correctly the same way it is your responsibility to use the event editor properly for your games. My recommendation for you is to make your step event run, and then at the end of it, call the intended region's common event the traditional way. -
Tips & Tricks - Critical Protect - RPG Maker MV
In some games, certain buffs occur automatically once the user reaches critical HP levels. This Tips & Tricks video will show you how to apply a DEF buff on your battlers when their HP drops to under 25%!
You can grab the copy/paste code here:
Yanfly.moe: http://yanfly.moe/2016/08/15/tips-tricks-critical-protect-rpg-maker-mv/ -
This is not a bug. The same way if you were to make two events that trigger on step, then move them on top of each other, only one will run. It is entirely your responsibility to use the plugin correctly the same way it is your responsibility to use the event editor properly for your games.
That is what I was thought about: Yep_RegionEvents vs local Bellow character/Touch Event trigger conflict, but in fact, it is not the issue, I personally was surprised, both working together with each other.
Unfortunatelly only as long as Yep_PictureCommonEvents plugin is OFF (no matter it is not used, just set this plugin ON with default empty parameters breaks functionality)
I can make workaround for myself, but I think plugin conflict is somewhere else than you suggesting. Or maybe I am simply lost somewhere with my low programming and english language skill :)