[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 247 of 309 View original ↗
  1. Lionheart_84 said:
    Yes I know, but it 's another Tips and Tricks, how do I combine both in one status ???



    Just have the notetags of both states in the one state (dunno if that makes sense) So here's the code:

    Spoiler
    <Custom Passive Condition>
    // Check if the party is in battle.
    if ($gameParty.inBattle()) {
    // Default the user's trance state to false.
    user._trance = user._trance || false;
    // Sets the condition for the user to be either in the trance state or if the user's TP matches the user's MaxTP.
    condition = user._trance || user.tp === user.maxTp();
    } else {
    // Otherwise, the condition is false.
    condition = false;
    }
    // If the condition passes...
    if (condition) {
    // And if the user isn't in the trance state...
    if (!user._trance) {
    // Then play an animation as the user enters trance.
    user.startAnimation(120);
    }
    // Set the user's trance state to true.
    user._trance = true;
    }
    </Custom Passive Condition>

    <Custom Regenerate Effect>
    // Set the TP drain amount.
    var tp = 10;
    // Reduce the user's TP.
    user.gainTp(-tp);
    // If the user's TP is 0...
    if (user.tp === 0) {
    // ...then turn off trance.
    user._trance = false;
    }
    <Custom Regenerate Effect>

    Code:
    <Custom Apply Effect>
    // Check if user is an actor.
    if (user.isActor()) {
      // Archive the previous settings.
      user._prevCharName = user._prevCharName || user._characterName;
      user._prevCharIndex = user._prevCharIndex || user._characterIndex;
      user._prevFaceName = user._prevFaceName || user._faceName;
      user._prevFaceIndex = user._prevFaceIndex || user._faceIndex;
      user._prevBattlerName = user._prevBattlerName || user._battlerName;
      // Check if the actor ID is 1.
      if (user.actorId() === [COLOR=rgb(255,0,0)]1[/COLOR]) {
        // The filename of the character graphic without the file extension.
        var charName = '[COLOR=rgb(255,0,0)]HaroldSSJ[/COLOR]';
        // The index of the character graphic used.
        var charIndex = [COLOR=rgb(255,0,0)]0[/COLOR];
        // The filename of the face graphic without the file extension.
        var faceName = '[COLOR=rgb(255,0,0)]HaroldSSJ[/COLOR]';
        // The index of of the face graphic used.
        var faceIndex = [COLOR=rgb(255,0,0)]0[/COLOR];
        // The filename of the battler graphic without the file extension.
        var battlerName = '[COLOR=rgb(255,0,0)]Harold_SSJ1[/COLOR]';
      // Check if the actor ID is 2.
      } else if (user.actorId() === [COLOR=rgb(255,0,0)]2[/COLOR]) {
        // The filename of the character graphic without the file extension.
        var charName = '[COLOR=rgb(255,0,0)]ThereseSSJ[/COLOR]';
        // The index of the character graphic used.
        var charIndex = [COLOR=rgb(255,0,0)]0[/COLOR];
        // The filename of the face graphic without the file extension.
        var faceName = '[COLOR=rgb(255,0,0)]ThereseSSJ[/COLOR]';
        // The index of of the face graphic used.
        var faceIndex = [COLOR=rgb(255,0,0)]0[/COLOR];
        // The filename of the battler graphic without the file extension.
        var battlerName = '[COLOR=rgb(255,0,0)]Therese_SSJ1[/COLOR]';
      // Check if the actor ID is 3.
      } else if (user.actorId() === [COLOR=rgb(255,0,0)]3[/COLOR]) {
        // The filename of the character graphic without the file extension.
        var charName = '[COLOR=rgb(255,0,0)]MarshaSSJ[/COLOR]';
        // The index of the character graphic used.
        var charIndex = [COLOR=rgb(255,0,0)]0[/COLOR];
        // The filename of the face graphic without the file extension.
        var faceName = '[COLOR=rgb(255,0,0)]MarshaSSJ[/COLOR]';
        // The index of of the face graphic used.
        var faceIndex = [COLOR=rgb(255,0,0)]0[/COLOR];
        // The filename of the battler graphic without the file extension.
        var battlerName = '[COLOR=rgb(255,0,0)]Marsha_SSJ1[/COLOR]';
      // Check if the actor ID is 4.
      } else if (user.actorId() === [COLOR=rgb(255,0,0)]4[/COLOR]) {
        // The filename of the character graphic without the file extension.
        var charName = '[COLOR=rgb(255,0,0)]LuciusSSJ[/COLOR]';
        // The index of the character graphic used.
        var charIndex = [COLOR=rgb(255,0,0)]0[/COLOR];
        // The filename of the face graphic without the file extension.
        var faceName = '[COLOR=rgb(255,0,0)]LuciusSSJ[/COLOR]';
        // The index of of the face graphic used.
        var faceIndex = [COLOR=rgb(255,0,0)]0[/COLOR];
        // The filename of the battler graphic without the file extension.
        var battlerName = '[COLOR=rgb(255,0,0)]Lucius_SSJ1[/COLOR]';
      // If none of the above actor ID's match, use this setting.
      } else {
        // The filename of the character graphic without the file extension.
        var charName = '[COLOR=rgb(255,0,0)]HaroldSSJ[/COLOR]';
        // The index of the character graphic used.
        var charIndex = [COLOR=rgb(255,0,0)]0[/COLOR];
        // The filename of the face graphic without the file extension.
        var faceName = '[COLOR=rgb(255,0,0)]HaroldSSJ[/COLOR]';
        // The index of of the face graphic used.
        var faceIndex = [COLOR=rgb(255,0,0)]0[/COLOR];
        // The filename of the battler graphic without the file extension.
        var battlerName = '[COLOR=rgb(255,0,0)]Harold_SSJ1[/COLOR]';
      }
      // Changes the character image to the setting applied from above.
      user.setCharacterImage(charName, charIndex);
      // Changes the face image to the setting applied from above.
      user.setFaceImage(faceName, faceIndex);
      // Changes the battler image from the setting applied from above.
      user.setBattlerImage(battlerName);
      // Refreshes the user's appearance.
      user.refresh();
    }
    </Custom Apply Effect>
    
    <Custom Remove Effect>
    // Retrieve archived settings.
    var charName = user._prevCharName;
    var charIndex = user._prevCharIndex;
    var faceName = user._prevFaceName;
    var faceIndex = user._prevFaceIndex;
    var battlerName = user._prevBattlerName;
    // Changes the character image to the archived setting.
    user.setCharacterImage(charName, charIndex);
    // Changes the face image to the archived setting.
    user.setFaceImage(faceName, faceIndex);
    // Changes the battler image from the archived setting.
    user.setBattlerImage(battlerName);
    // Clear archived data.
    user._priorityCharacterName = undefined;
    user._priorityCharacterIndex = undefined;
    user._prevFaceName = undefined;
    user._prevFaceIndex = undefined;
    user._priorityFaceName = undefined;
    user._priorityFaceIndex = undefined;
    user._prevFaceName = undefined;
    user._prevFaceIndex = undefined;
    user._priorityBattlerName = undefined;
    user._prevBattlerName = undefined;
    // Refreshes the user's appearance.
    user.refresh();
    </Custom Remove Effect>



    Just copy and paste all of the above into the state notetag :D  
  2. Meteodros said:
    Just have the notetags of both states in the one state (dunno if that makes sense) So here's the code:

    Spoiler
    <Custom Passive Condition>
    // Check if the party is in battle.
    if ($gameParty.inBattle()) {
    // Default the user's trance state to false.
    user._trance = user._trance || false;
    // Sets the condition for the user to be either in the trance state or if the user's TP matches the user's MaxTP.
    condition = user._trance || user.tp === user.maxTp();
    } else {
    // Otherwise, the condition is false.
    condition = false;
    }
    // If the condition passes...
    if (condition) {
    // And if the user isn't in the trance state...
    if (!user._trance) {
    // Then play an animation as the user enters trance.
    user.startAnimation(120);
    }
    // Set the user's trance state to true.
    user._trance = true;
    }
    </Custom Passive Condition>

    <Custom Regenerate Effect>
    // Set the TP drain amount.
    var tp = 10;
    // Reduce the user's TP.
    user.gainTp(-tp);
    // If the user's TP is 0...
    if (user.tp === 0) {
    // ...then turn off trance.
    user._trance = false;
    }
    <Custom Regenerate Effect>

    Code:
    <Custom Apply Effect>
    // Check if user is an actor.
    if (user.isActor()) {
      // Archive the previous settings.
      user._prevCharName = user._prevCharName || user._characterName;
      user._prevCharIndex = user._prevCharIndex || user._characterIndex;
      user._prevFaceName = user._prevFaceName || user._faceName;
      user._prevFaceIndex = user._prevFaceIndex || user._faceIndex;
      user._prevBattlerName = user._prevBattlerName || user._battlerName;
      // Check if the actor ID is 1.
      if (user.actorId() === [COLOR=rgb(255,0,0)]1[/COLOR]) {
        // The filename of the character graphic without the file extension.
        var charName = '[COLOR=rgb(255,0,0)]HaroldSSJ[/COLOR]';
        // The index of the character graphic used.
        var charIndex = [COLOR=rgb(255,0,0)]0[/COLOR];
        // The filename of the face graphic without the file extension.
        var faceName = '[COLOR=rgb(255,0,0)]HaroldSSJ[/COLOR]';
        // The index of of the face graphic used.
        var faceIndex = [COLOR=rgb(255,0,0)]0[/COLOR];
        // The filename of the battler graphic without the file extension.
        var battlerName = '[COLOR=rgb(255,0,0)]Harold_SSJ1[/COLOR]';
      // Check if the actor ID is 2.
      } else if (user.actorId() === [COLOR=rgb(255,0,0)]2[/COLOR]) {
        // The filename of the character graphic without the file extension.
        var charName = '[COLOR=rgb(255,0,0)]ThereseSSJ[/COLOR]';
        // The index of the character graphic used.
        var charIndex = [COLOR=rgb(255,0,0)]0[/COLOR];
        // The filename of the face graphic without the file extension.
        var faceName = '[COLOR=rgb(255,0,0)]ThereseSSJ[/COLOR]';
        // The index of of the face graphic used.
        var faceIndex = [COLOR=rgb(255,0,0)]0[/COLOR];
        // The filename of the battler graphic without the file extension.
        var battlerName = '[COLOR=rgb(255,0,0)]Therese_SSJ1[/COLOR]';
      // Check if the actor ID is 3.
      } else if (user.actorId() === [COLOR=rgb(255,0,0)]3[/COLOR]) {
        // The filename of the character graphic without the file extension.
        var charName = '[COLOR=rgb(255,0,0)]MarshaSSJ[/COLOR]';
        // The index of the character graphic used.
        var charIndex = [COLOR=rgb(255,0,0)]0[/COLOR];
        // The filename of the face graphic without the file extension.
        var faceName = '[COLOR=rgb(255,0,0)]MarshaSSJ[/COLOR]';
        // The index of of the face graphic used.
        var faceIndex = [COLOR=rgb(255,0,0)]0[/COLOR];
        // The filename of the battler graphic without the file extension.
        var battlerName = '[COLOR=rgb(255,0,0)]Marsha_SSJ1[/COLOR]';
      // Check if the actor ID is 4.
      } else if (user.actorId() === [COLOR=rgb(255,0,0)]4[/COLOR]) {
        // The filename of the character graphic without the file extension.
        var charName = '[COLOR=rgb(255,0,0)]LuciusSSJ[/COLOR]';
        // The index of the character graphic used.
        var charIndex = [COLOR=rgb(255,0,0)]0[/COLOR];
        // The filename of the face graphic without the file extension.
        var faceName = '[COLOR=rgb(255,0,0)]LuciusSSJ[/COLOR]';
        // The index of of the face graphic used.
        var faceIndex = [COLOR=rgb(255,0,0)]0[/COLOR];
        // The filename of the battler graphic without the file extension.
        var battlerName = '[COLOR=rgb(255,0,0)]Lucius_SSJ1[/COLOR]';
      // If none of the above actor ID's match, use this setting.
      } else {
        // The filename of the character graphic without the file extension.
        var charName = '[COLOR=rgb(255,0,0)]HaroldSSJ[/COLOR]';
        // The index of the character graphic used.
        var charIndex = [COLOR=rgb(255,0,0)]0[/COLOR];
        // The filename of the face graphic without the file extension.
        var faceName = '[COLOR=rgb(255,0,0)]HaroldSSJ[/COLOR]';
        // The index of of the face graphic used.
        var faceIndex = [COLOR=rgb(255,0,0)]0[/COLOR];
        // The filename of the battler graphic without the file extension.
        var battlerName = '[COLOR=rgb(255,0,0)]Harold_SSJ1[/COLOR]';
      }
      // Changes the character image to the setting applied from above.
      user.setCharacterImage(charName, charIndex);
      // Changes the face image to the setting applied from above.
      user.setFaceImage(faceName, faceIndex);
      // Changes the battler image from the setting applied from above.
      user.setBattlerImage(battlerName);
      // Refreshes the user's appearance.
      user.refresh();
    }
    </Custom Apply Effect>
    
    <Custom Remove Effect>
    // Retrieve archived settings.
    var charName = user._prevCharName;
    var charIndex = user._prevCharIndex;
    var faceName = user._prevFaceName;
    var faceIndex = user._prevFaceIndex;
    var battlerName = user._prevBattlerName;
    // Changes the character image to the archived setting.
    user.setCharacterImage(charName, charIndex);
    // Changes the face image to the archived setting.
    user.setFaceImage(faceName, faceIndex);
    // Changes the battler image from the archived setting.
    user.setBattlerImage(battlerName);
    // Clear archived data.
    user._priorityCharacterName = undefined;
    user._priorityCharacterIndex = undefined;
    user._prevFaceName = undefined;
    user._prevFaceIndex = undefined;
    user._priorityFaceName = undefined;
    user._priorityFaceIndex = undefined;
    user._prevFaceName = undefined;
    user._prevFaceIndex = undefined;
    user._priorityBattlerName = undefined;
    user._prevBattlerName = undefined;
    // Refreshes the user's appearance.
    user.refresh();
    </Custom Remove Effect>



    Just copy and paste all of the above into the state notetag :D  



    I tried, but it does not change aspect !!!
  3. I'm not sure how much this counts as a bug as it may be a formatting error on my end.


    When the font size of the game is reduced to 22 on 1280x720, the Equip Requirements message indicating what requirements to fulfill is thrown off center.


    Just in case it's not clear, I've placed a screenshot to show exactly what I mean.


    This is also the code I've used:


    <Custom Equip Requirement Text>


    text = 'Can only be worn by females.\nNo for reals.';


    </Custom Equip Requirement Text>


    Plugin Name: YEP_CoreEngine(?), YEP_X_EquipRequirements


    Bug Explanation: The requirements to use an equipment is off-center.


    Error Report: None


    Exact Steps on How to Replicate Bug:


    1.Start the Game


    2.Enter Menu and go to the Equipments


    3.Check either Harold or Therese's body armor's requirements.


    Sample Project : https://www.mediafire.com/?1cazsmmexjwi6u8


    The requirements itself doesn't work as the sample I made is only to show how the requirement text doesn't center itself.

    Test_0002.png
  4. sol003 said:
    I'm not sure how much this counts as a bug as it may be a formatting error on my end.


    When the font size of the game is reduced to 22 on 1280x720, the Equip Requirements message indicating what requirements to fulfill is thrown off center.


    Just in case it's not clear, I've placed a screenshot to show exactly what I mean.


    This is also the code I've used:


    <Custom Equip Requirement Text>


    text = 'Can only be worn by females.\nNo for reals.';


    </Custom Equip Requirement Text>


    Plugin Name: YEP_CoreEngine(?), YEP_X_EquipRequirements


    Bug Explanation: The requirements to use an equipment is off-center.


    Error Report: None


    Exact Steps on How to Replicate Bug:


    1.Start the Game


    2.Enter Menu and go to the Equipments


    3.Check either Harold or Therese's body armor's requirements.


    Sample Project : https://www.mediafire.com/?1cazsmmexjwi6u8


    The requirements itself doesn't work as the sample I made is only to show how the requirement text doesn't center itself.


    View attachment 46034



    This is not a bug. If you reduce the font size, then you'll have to expect the formatting to be off if you don't change the other aspects of your game either. Go to the Core Engine plugin and alter the Line Height to your font size + 8 (which is 30). Everything else is up to you.
  5. Yanfly said:
    To make a bug report, simply report it in this thread. Chances are, I will find out about the bug in this thread than by making one in the JS Support forum.


    ALL bug reports MUST follow these guidelines and use this template: 


    Plugin Name: (What is the name of the plugin?)


    Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)


    Error Report: (If you received an error message, press F8 when the message is received to open up the debug console, then copy/paste the entire error log and paste it here).


    Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.)


    Sample Project (REQUIRED): A sample project MUST be attached to the bug report. All steps MUST be followed. If a single step is ignored, the bug report is invalid and I will move on to the next bug report.  If you do not attach a sample project to the bug report, your bug report WILL BE ignored. There are NO exceptions.


    Follow these Instructions. All steps MUST be followed or I will require you to redo it.


    1. Download all the newest updates of the plugin.2. Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project. If I do not see an empty project with Harold, Therese, Marsha, and Lucius, I will not look any further.3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Usehttp://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them. That said, both ATB and CTB are no longer supported by Yanfly, so if you're using them, please remove them from the project used for the bug report.5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.6. Make sure they're in the EXACT order listed on http://yanfly.moe/yep/. The ordering of plugins is important.7. Recreate the error in the sample project. MAKE SURE you are using notetags in the right place and haven't misspelled anything. DO NOT USE SAVES. I need to know exactly how to recreate the problem from start to finish. Simply giving me a save file tells me nothing.8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.9. Do -NOT- deploy the project through File > Deployment. Upload the project online to a website like MediaFire.com or Dropbox. Please do not use a website that involves timers like 4shared, RapidShare, etc. If I am time-gated from downloading the project, I will ask you to reupload it to somewhere else.10. Post the link here and I'll take a look at it.


    NOTE: I'll only provide support for my own plugins and code that I, myself, have provided. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. That said, any modifications you've made to the plugins itself, any custom Lunatic Mode code you've made yourself that isn't provided by me, or problems with the source code will not be supported by me either.


    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.


    NOTE3: However, as an exception to NOTE2, this does not mean I am going to explain to you how to use all the various functions inside of my plugins. If a function added by my plugins is not listed in the Help File, it means I do not deem that function to be used for script calls. Therefore, if you choose a function outside of the ones listed in the help files to use in a script call, I am NOT responsible for it not working properly for you. No script call support will be provided for functions not listed within the help file.


    WHY I NEED A CLEAN SAMPLE PROJECT FOR BUG REPORTS:




    If you're wondering why I make it an absolute requirement for sample projects containing to be made, it's because in the past, I've chased and hunted bugs that do not exist either because a user had a conflicting error with a non-Yanfly plugin, has not updated the plugins, using the plugin incorrectly, or think something is a bug when it really isn't. The amount of time I've wasted chasing these "bugs" is unfathomable as that time could have been spent developing new content. To mitigate this issue, I made it an absolute requirement for bugs to be reported in such a manner because of the following:

    1. It makes the user go through all of the troubleshooting steps to reduce the amount of user errors. If the user identifies it as a user error, then the user would also have gained troubleshooting skills, which are essential for game development.
    2. Isolate the bugs caused by Yanfly plugins away from non-Yanfly plugins. As stated above, I do not provide support for non-Yanfly plugins due to my lack of time to create compatibility patches for non-Yanfly plugins. Having over 100+ plugins, making a compatibility patch for each one of those with every other plugin out there is absolute insanity.
    3. It shows that the user is serious about getting the bug fixed as I am. Being able to put out time to isolate a problem so it can be fixed means the user is serious about getting their game made. As a user's time is important to them, my time is also important to me, and this is our mutual agreement to get things done cooperatively.



    Thank you for understanding.


    BASIC TROUBLE SHOOTING




    1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/


    2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.


    3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?


    4. 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 in the first video: http://yanfly.moe/yep/changelog/


    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.


    5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.


    6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.


    F.A.Q. ABOUT ATB AND CTB PLUGINS


    The ATB and CTB plugins are custom battle systems that do NOT involve a turn-based system that you're used to with the default turn-based battle system (DTB). They function off of a tick-based system, which means it does not work off standard means. This also means you have to adjust either the plugin or your game to fit these means. Here are some frequently reported "issues" with the system. None of these are bugs so do not report them as bugs.

    • If ATB bars are taking too long to fill up, then change your battlers' AGI values to higher or change the plugin parameters to fit your game.
    • If ATB states are dropping in turns too quickly, this is because you didn't adjust the proper state turn settings within the Battle Engine Core to fit your game.
    • For ATB, no, I will NOT make Active Mode. It's not because I can't (I've made it before in VX's Yanfly Engine Melody). It's because RPG Maker MV's code structure for the battle system makes it more likely to break everything if it does so. If this is something you absolutely need, the Plugin Request Forum is your place to visit, if DoubleX RMMV Popularized ATB Core(which is at least compatible with my Battle Engine Core with the compatibility fix) can't meet your demands already.
    • If there is "lag" between CTB turns, this isn't because of the plugin. This is because your low AGI values is making the game go through hundreds to thousands of CTB updates per tick. Once again, either you increase the AGI values or change the plugin parameters to fit your 
    • In CTB, States "skipping" multiple turns when updating isn't a bug. It is because in between the previous battler next battler, there was a huge gap in time, enough to go through two state turn cycles. Adjust the state turn settings within the Battle Engine Core to fit your game.
    • For CTB, no, I will NOT make multiple instances of turn icons appearing for multiple actors. If you want something like that made, you can request it in the Plugin Request Forum.

    If all of these issues are beyond you, then I'm afraid the ATB and CTB plugins aren't for you. As a developer, it is your responsibility to understand the plugins and systems you are using. You are not doing your players any favor by using a system that you, yourself, do not fully comprehend. I will not educate anyone how ATB and CTB systems work. My plugins work based on the ATB and CTB systems of existing Final Fantasy games with slight tweaks to fit RPG Maker MV's system. Please study them on your own accord. 



    Putting this on the top of the new page.
  6. Tips & Tricks - Auto-Potion (Final Fantasy Tactics) - RPG Maker MV












    In Final Fantasy Tactics, Auto-Potion is a reactive effect that makes characters utilize the lowest level health Potion they have available whenever they have taken direct damage. This way, they can consistently mitigate damage. Here's how to recreate that effect in RPG Maker MV!


    You can grab the copy/paste code here:
    Yanfly.moe: http://yanfly.moe/2016/08/26/tips-tricks-auto-potion-final-fantasy-tactics-rpg-maker-mv/


    Enjoy!
  7. Yanfly said:
    This is not a bug. If you reduce the font size, then you'll have to expect the formatting to be off if you don't change the other aspects of your game either. Go to the Core Engine plugin and alter the Line Height to your font size + 8 (which is 30). Everything else is up to you.



    Oh wow. I feel kinda silly now. Thanks for the clarification though!
  8. @Yanfly auto-potion is what i wanted the most, thx <3
  9. Hi Yanfly,


    Does the Common Event Menu Picture comment tag except a variable as the picture argument? So I could use \v[38] which contains say the number 101, it would then find picture 101 and display it?
  10. BUMP!  :(
  11. I have a little question about the item synthesis plugin.


    I notice that in game, the smith keeps track of how many items you've synthesized. He will say you have done 2/100 for example.


    How is it possible to call that number in order to use it ?


    The idea would be to be able to reward the player when he reaches certain percentages of the synthesized item. ("You've synthesized over 20 weapons ! Wow, let me give you this !")
  12. Saneterre said:
    I have a little question about the item synthesis plugin.


    I notice that in game, the smith keeps track of how many items you've synthesized. He will say you have done 2/100 for example.


    How is it possible to call that number in order to use it ?


    The idea would be to be able to reward the player when he reaches certain percentages of the synthesized item. ("You've synthesized over 20 weapons ! Wow, let me give you this !")



    $gameSystem.synthedItems().length


    $gameSystem.synthedWeapons().length


    $gameSystem.synthedArmors().length


    Each for items, weapons, and armors respectively. :)
  13. thank you for all the great plugins and being helpful, no im not gonna ask something just wanted to say this xD
  14. Yanfly said:
    $gameSystem.synthedItems().length


    $gameSystem.synthedWeapons().length


    $gameSystem.synthedArmors().length


    Each for items, weapons, and armors respectively. :)

    This is great ! Thanks a lot about this.


    By the way, did you have a chance (or rather time) to look at the bug with vehicles and restricted areas that I mentioned a few days ago ? (I'm not in a hurry, I just wanted to make sure it was not an error on my part)
  15. Saneterre said:
    This is great ! Thanks a lot about this.


    By the way, did you have a chance (or rather time) to look at the bug with vehicles and restricted areas that I mentioned a few days ago ? (I'm not in a hurry, I just wanted to make sure it was not an error on my part)



    Yes, it'll be fixed in this upcoming plugin update.
  16. Dear Yanfly,
    Ok, I know I'm being a pain but I have one more question about item synthesis.


    I find it strange not to know what your are synthesizing (and I'm not very good with chosing mask names) so I've decided to show all the informations (I've put "false' in the section "mask unknown" of the plugin).


    My problem now is that it is impossible to know if an item has already been synthesized once or not. Sure you can see how much you have in your inventory but if you, for example, sell the item, then there is nothing to tell you "you've synthed that before". It can be a problem if you want to complete 100% of the recipe. (Players must remember what they've crafted and it's not that easy when there are many items to craft).


    Many of my test players (all of them actually) thought that it was bad not to know what you would get from crafting. Maybe I should try to get around it with the <Mask Name: x> notetag, but maybe you will have a solution for me ?


    Sorry again to ask so much lately.
  17. Hi, Yanfly.


    i've discovered a bug with a plugin combo, and a plug in setting.
     
    Script Name:
    YEP_X_Subclass v.1.10 and YEP_SkillLearnSystem v.1.10

    List of Scripts Used (with version):
    Yep_ClassChangeCore v.1.11, YEP_X_Subclass v.1.10, YEP_SkillLearnSystem v.1.10
     
    Bug Description:
    Game Freezes when trying to learn a skill.


    this happens only with the subclass plugin active, and the integration setting in the skill learn plugin set to true.


    in my main game i got an error instead of the freezing, but in my dummy game it just froze.

    Error Message:
    Type Error


    Cannot read property of '_actor' of undefined.
     
    Additional Information
    Link: https://dl.dropboxusercontent.com/u/60621831/Project1.7z
  18. Xenthar said:
    Hi, Yanfly.


    i've discovered a bug with a plugin combo, and a plug in setting.
     
    Script Name:
    YEP_X_Subclass v.1.10 and YEP_SkillLearnSystem v.1.10

    List of Scripts Used (with version):
    Yep_ClassChangeCore v.1.11, YEP_SkillLearnSystem v.1.10, YEP_SkillLearnSystem v.1.10
     
    Bug Description:
    Game Freezes when trying to learn a skill.


    this happens only with the subclass plugin active, and the integration setting in the skill learn plugin set to true.


    in my main game i got an error instead of the freezing, but in my dummy game it just froze.

    Error Message:
    Type Error


    Cannot read property of '_actor' of undefined.
     
    Additional Information
     



    Xenthar, you have to put a link to a sample project in order for Yanfly to look at it.


    By the way, you mention YEP_SkillLearnSystem v.1.10 twice in a row in your list of scripts, which can be confusing, as it's not clear : did you just make a repeat or did you mistake the second one ? I would imagine your second YEP_SkillLearnSystem v.1.10 is a mistake and you wanted to put your subclass plugin instead but who knows ?

    Sample Project (REQUIRED): A sample project MUST be attached to the bug report. All steps MUST be followed. If a single step is ignored, the bug report is invalid and I will move on to the next bug report. If you do not attach a sample project to the bug report, your bug report WILL BE ignored. There are NO exceptions.

    (see first page for more information on how to report bugs)
  19. ok sorry
    .
  20. Plugin Name: Visual state effects (and animated sv enemies)


    Bug Explanation: you can't disable the "overlay" state effect on enemies (by putting false in the plugin) if the animated sv enemies plugin is on.


    Error Report: no error


    Exact Steps on How to Replicate Bug: 


    - Open my sample project and start the game. Go to the monster to start the fight. Use the magic "étincelle" (100% chance of inflicting "mute").


    - The enemy gets mute. You will see the mute icon and the mute overlay effect. But when you look at the visual effects plugin, you will see that the overlay for enemies is put to "false".


    - Now disable the "animated sv enemies" and start again. Now it works, only the icon appears above the enemy, not the overlay effect. So I guess it's a compatibility problem between the two. Changing the order didn't seem to solve the problem.


    - On another note : if you put the icon on enemies to false in the visual effects plugin (because you just want the overlay effect), the icon still appears unless you also put it to false in the "buff and states core" plugin (which also has that option). In other terms, there is no "override" of the visual effects plugin. I'm not sure this is voluntary (since it's not intuitive at all. You have to remember that this option exists in buff and states core, and choose false on both). The reverse is also correct : if you put it to false in buff and states and to true in the visual effects plugin, then the icons do not appear. In other terms the visual effects plugin seems to do nothing in the appearance or not of the icons, the decision only rests in the buff and states plugin.


    Sample Project (REQUIRED): here