[YEP] Yanfly Engine Plugins

● ARCHIVED · READ-ONLY
Started by Yanfly 6167 posts Page 244 of 309 View original ↗
  1. Was wondering if anyone here knows how to make the scene for learn skill appear using an event. Currently I have them disabled on my menu and had a common event where it shows up the learn skill scene. However, it's only showing me actor 1's. So I did the plugin commands, but it only does one actor at a time as well. If I press the left or right, it doesn't cycle through them. I have to keep pressing enter until it ends. >_< thanks in advance!
  2. Yanfly said:
    There will be a plugin released later this week that allows a much simpler method to accomplish this. :)  Be sure to look out for it on Saturday.



    That's a tease and a half... :D


    Thanks for the heads up, I'm actually working on some sprite swaps during abilities and such currently. This allows me to take a little bit of a break from that to see what you've got in store for us.  :)
  3. I have a bit of a problem with the Event Chase Player plugin


    If you have a guard that follows a set path and he sees a 


    player, he will start chasing it normally. But when he returns


    he goes back to the starting location of the event instead


    of the last spot he was at. This is a problem because


    the guard won't reset his entire route and he might get stuck


    in a corner or be in a completely different spot.


    Am I just using it incorrectly or could there be a 


    way to fix it?
  4. Just a small question about ItemCore.


    I want to make item info window(right bottom corner) to show my stuff e.g. variables. So I use 


    <Info Eval>


    drawVar();


    </Info Eval>


    function drawVar(){
        var actor = $gameParty.members()[0];
        var x = 500;
        var y = 300;
        itemInfoWindow.drawActorName(actor, x, y);
    }


    The function executes but nothing happens to info window. Am I missing something?
  5. Rivendark said:
    Just a small question about ItemCore.


    I want to make item info window(right bottom corner) to show my stuff e.g. variables. So I use 


    <Info Eval>


    drawVar();


    </Info Eval>


    function drawVar(){
        var actor = $gameParty.members()[0];
        var x = 500;
        var y = 300;
        itemInfoWindow.drawActorName(actor, x, y);
    }


    The function executes but nothing happens to info window. Am I missing something?



    From the first post, and the repeated post above:


    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.
  6. Tips & Tricks - Spell Siphon - RPG Maker MV












    Spell Siphon is a way for actors to steal and learn skills from enemies. What was originally a script in RPG Maker VX Ace is now a Tips & Tricks for RPG Maker MV!


    You can grab the copy/paste code here:
    Yanfly.moe: http://yanfly.moe/2016/08/19/tips-tricks-spell-siphon-rpg-maker-mv/


    Enjoy!
  7. Yanfly said:
    Tips & Tricks - Spell Siphon - RPG Maker MV












    Spell Siphon is a way for actors to steal and learn skills from enemies. What was originally a script in RPG Maker VX Ace is now a Tips & Tricks for RPG Maker MV!


    You can grab the copy/paste code here:
    Yanfly.moe: http://yanfly.moe/2016/08/19/tips-tricks-spell-siphon-rpg-maker-mv/


    Enjoy!



    oh yea :D  away to replicate the draw feature from FF8 :D
  8. Yanfly said:
    Tips & Tricks - Spell Siphon - RPG Maker MV












    Spell Siphon is a way for actors to steal and learn skills from enemies. What was originally a script in RPG Maker VX Ace is now a Tips & Tricks for RPG Maker MV!


    You can grab the copy/paste code here:
    Yanfly.moe: http://yanfly.moe/2016/08/19/tips-tricks-spell-siphon-rpg-maker-mv/


    Enjoy!



    I felt like an idiot while attempting to make this work, since I didn't pay attention to the video properly and thought that the list on the code is for the skill, rather than the skill type.

    Very grateful for this T&T though, I was hoping you'd eventually redo the stealing spell script you made back then. :D
  9. Plugin Name: Action Sequence Pack(s)


    Bug Explanation: Using a skill with a "mirror" tag will sometimes crash or simply not mirror the animation. Certain conditions have to be met (more below)


    Error Report: "Undefined is not a function" in the first case, none in the second


    Exact Steps on How to Replicate Bug: 


    Situation: You start a battle test as harold against the Harold clone.


    You two are equipped with the 2 same skills: Strike Combo (Crash ver.) and Strike Combo (Attack Animation ver.)


    Harold can cast both skills without problem, they work as intended.


    However, if the enemy Harold attempts to use one of them, he has either one of these problems.

    Crash Ver: The skill will crash upon the second hit.


    Attack animation ver: Here I replaced the last "action animation" with "attack animation" while this does avoid the crash, it simply fails to mirror the animation.


    If you are trying to replicate this, set a skill to the "normal attack" animation, the skill must not have a default animation and needs to draw the info from the


    weapon or other stuff, like you weapon animation plugin for enemies respectivly. The action sequence itself must not have a "animation: x" tag either and needs


    to draw the information from the current skill.


    Give an enemy a weapon animation and maybe a fitting weapon using YEP_WeaponAnimation and that should do it.


    Sample Project (REQUIRED): Here's the Sample Project


    Final note: I've spent a lot of time, trying to figure out different possibilites and combinations but I came to no result.


    I know you hate false bug reports and posting here really is the last thing for me to think of. If it's not a bug, then I don't know what it is.
  10. Goldschuss said:
    Plugin Name: Action Sequence Pack(s)


    Bug Explanation: Using a skill with a "mirror" tag will sometimes crash or simply not mirror the animation. Certain conditions have to be met (more below)


    Error Report: "Undefined is not a function" in the first case, none in the second


    Exact Steps on How to Replicate Bug: 


    Situation: You start a battle test as harold against the Harold clone.


    You two are equipped with the 2 same skills: Strike Combo (Crash ver.) and Strike Combo (Attack Animation ver.)


    Harold can cast both skills without problem, they work as intended.


    However, if the enemy Harold attempts to use one of them, he has either one of these problems.

    Crash Ver: The skill will crash upon the second hit.


    Attack animation ver: Here I replaced the last "action animation" with "attack animation" while this does avoid the crash, it simply fails to mirror the animation.


    If you are trying to replicate this, set a skill to the "normal attack" animation, the skill must not have a default animation and needs to draw the info from the


    weapon or other stuff, like you weapon animation plugin for enemies respectivly. The action sequence itself must not have a "animation: x" tag either and needs


    to draw the information from the current skill.


    Give an enemy a weapon animation and maybe a fitting weapon using YEP_WeaponAnimation and that should do it.


    Sample Project (REQUIRED): Here's the Sample Project


    Final note: I've spent a lot of time, trying to figure out different possibilites and combinations but I came to no result.


    I know you hate false bug reports and posting here really is the last thing for me to think of. If it's not a bug, then I don't know what it is.



    The sample project leads back to this thread.
  11. YEP.114 - Visual State Effects - RPG Maker MV












    States are amongst one of the most important aspects of the battle system. Therefore, relaying proper information to the player is extremely important. RPG Maker MV does relay information to the player about the various states and effects, but it is far from perfect. This plugin allows you to add more detail and visual effects regarding states to relay proper data.


    You can grab the plugin here:
    Yanfly.moe: http://yanfly.moe/2016/08/20/yep-114-visual-state-effects-rpg-maker-mv/


    Have fun!
  12. Hey Yanfly for the new Plug-in I can't click on any of the means to download it at MOE. Can you take a look at the links again. I'm using Firefox as my web browser.
  13. *claps like a happy seal at the new plugin*
  14. Tigrean said:
    Hey Yanfly for the new Plug-in I can't click on any of the means to download it at MOE. Can you take a look at the links again. I'm using Firefox as my web browser.

    Same issue here. (I got it there instead.)


    Issue report.


    Plugin Name:  YEP_SmartJump


    Bug Explanation: Equal Regions are not working. I can jump on a tile from an Equal Region despite starting the jump from outside of said equal region.


    Error Report: No error report. The game simply moves on.


    Exact Steps on How to Replicate Bug: Move above one of the pillars from the map.


    Face down and then use the Jump skill from Harold's skillset (had to do it this way to not bring the ButtonCommonEvents plugin in that). You will jump on the pillar even though it's on region 1 and you're not.


    This does not work in the left, right, or up directions, only when facing downwards. (For some reason.)


    Sample Project (REQUIRED): Download here
  15. Plugin Name: YEP_CoreEngine


    Bug Explanation: The map did not scale when I change the resolution, however the battleback did so I dont know if this is really a bug or I do something wrong.


    Error report: None.


    Exact Steps on How to Replicate Bug : Create new project - Install CoreEngine plugin - Change the resolution through the engine - Run test.


    Sample project: https://drive.google.com/file/d/0B0DhLAYtwdyUem1wV2hHTW5HNjg/view?usp=sharing
  16. Ouch stupid mistake. no idea how this happened, but it's fixed now.
  17. yanfly, for your class base stats plug in, in the formula for stats are we able to call variables to the formula with [v]x where x is the variable?
  18. On Yanfly.moe, Visual State Effects is listed between HP Visual Gauges and Absorption Barrier. When placed in that spot, it did not work. However, upon moving the plugin down below Buff and State Core, it began working fine. Is the listed order on Yanfly.moe not the order to place the plugins? I've always used that list as my go to guide on where to place everything, I am not working in a purely vanilla project, so it is possible that the error is somewhere on my end, but I am still wondering if anyone else had a similar issue.
  19. I was thinking the same until a saw it in a different spot in the tutorial video...
  20. Plugin Name: YEP_X_VisualStateFX, YEP_X_ActSeqPack2, YEP_BattleEngineCore


    Bug Explanation: Using OPACITY on someone with a state animation causes the animation to still linger.


    Error Report: None


    Exact Steps on How to Replicate Bug:


    1.Start up the game.


    2.Enter battle with the slime.


    3.Have Harold use Super Saiyan in his Magic skills.


    4.Have Lucius use Dramatic Battle in his Magic skills.


    5.Despite fading everyone except Lucius and the target, Harold's state animation is still around.


    Sample Project (REQUIRED): http://www.mediafire.com/download/23dkjod4xhmylmp/Test_Sample3.rar