[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 249 of 309 View original ↗
  1. Ah, awesome. I hadn't thought to check Echo's channel for something like this. Thanks a million!
  2. So I was really thrilled to discover there was a New Game + plugin, because I need to do a New Game +, and I already have Yanfly scripts installed so it's good for compatibility. This is great! But...


    ...the trouble is that I don't really want to use the Save Engine. There's nothing specific I want to remove; I just really liked the nostalgic feeling of RM's default save menu for some weird reason. I need a New Game + extension, but I don't really want to use the Save Engine that it depends on.


    What part of the Save Engine makes the New Game + extension run? What lines of the Save Engine can I safely remove and still run the New Game +? I'm hoping I can pare it down and get it back to the default as much as possible. (I know, I'm odd.)
  3. Xenthar said:
    Ok I'll try this again.

     
    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 integrate 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.


    Exact Steps on How to Replicate Bug:


    1.Open menu and select skill.


    2.Select learn skills\Hero\Fire.


    3.the game will freeze.
     
    Additional Information
    Link: https://dl.dropboxusercontent.com/u/60621831/Dummy%20Project.zip



    Thanks, I'll have it fixed by the coming weekend.


    ---

    Violet said:
    So I was really thrilled to discover there was a New Game + plugin, because I need to do a New Game +, and I already have Yanfly scripts installed so it's good for compatibility. This is great! But...


    ...the trouble is that I don't really want to use the Save Engine. There's nothing specific I want to remove; I just really liked the nostalgic feeling of RM's default save menu for some weird reason. I need a New Game + extension, but I don't really want to use the Save Engine that it depends on.


    What part of the Save Engine makes the New Game + extension run? What lines of the Save Engine can I safely remove and still run the New Game +? I'm hoping I can pare it down and get it back to the default as much as possible. (I know, I'm odd.)



    This thread is strictly for support of my plugins. As stated on the first post and the post on top of this page:


    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.


    I'm afraid you will have to look for help elsewhere.
  4. Yanfly said:
    Thanks, I'll have it fixed by the coming weekend.

     Thanks!
  5. Oh... sorry. I didn't know that "what lines of code make the thing work" counted as too fiddly of a question for support. I did read all your first post but I still didn't know that. It wasn't clear to me. The language in your post is really technical, and to someone like me, it's a bit hard to figure out what you mean by it. So I thought it sounded like what you won't do is help people program in new features or something? I think simple language like would have really helpful there. Anyway, sorry to bug you.
  6. Violet said:
    Oh... sorry. I didn't know that "what lines of code make the thing work" counted as too fiddly of a question for support. I did read all your first post but I still didn't know that. It wasn't clear to me. The language in your post is really technical, and to someone like me, it's a bit hard to figure out what you mean by it. So I thought it sounded like what you won't do is help people program in new features or something? I think simple language like would have really helpful there. Anyway, sorry to bug you.



    What you're asking for is deconstruction of an old plugin and reconstruction into a new plugin. I don't provide assistance with that. Your best bet is to head into the Plugin Requests forum: http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/
  7. Tips & Tricks - Living Dead (Final Fantasy 14) - RPG Maker MV










    The Living Dead is an extremely powerful effect in Final Fantasy 14. If an ally's HP reaches 0 while under the effects of the Living Dead, they do not die. Instead, they become a Walking Dead, capable of living a few more turns. However, once these turns are up, depending on how much HP the ally has received, the ally may or may not die at that time. Here's how to recreate this effect in RPG Maker MV!


    You can grab the copy/paste code here:
    Yanfly.moe: http://yanfly.moe/2016/08/31/tips-tricks-living-dead-final-fantasy-14-rpg-maker-mv/


    Enjoy!
  8. Hi  Yanfly,


    Love your work. Its Amazing !!!


    I have an issue with the Tips & Tricks "LIVING DEAD".  I really like the idea, but my in my game they still die when reaching 0 HP.  


    I am using only Yanfly  plugins.  Exept for some Hime plugins, but they are only to show more choices and the one to grey out choises.


    My game is converted from VX ACE. may that be an issue?


    My state 1 is still just Death. Do i have to change its name to K.O? 


    I am changing your RED tags in your code on www.Yanfly.moe to suit my game. I also tried to change first If condition on in K.O state note tag to suit my game


    because i saw it was not in red, but that did not help either.


    if (user.isStateAffected(141) && !user._walkingDeadFailed) {




    I really like the TIPS & TRICKS.  I hope for help and that its not to much of a bother for you.


    Sry about my bad english, im norwegian.


    Regards


    SuperBlaze
  9. Hi! I am a little stuck here...


    I want to make an auto-passive state to link a variable with the user's experience rate. I would like to increase experience rate while progressing in a dungeon.


    I can't seem to work out how to manipulate the sp-parameter with the buffs/states core. What would the state notetag be?


    Thanks in advance!
  10. SuperBlaze said:
    Hi  Yanfly,


    Love your work. Its Amazing !!!


    I have an issue with the Tips & Tricks "LIVING DEAD".  I really like the idea, but my in my game they still die when reaching 0 HP.  


    I am using only Yanfly  plugins.  Exept for some Hime plugins, but they are only to show more choices and the one to grey out choises.


    My game is converted from VX ACE. may that be an issue?


    My state 1 is still just Death. Do i have to change its name to K.O? 


    I am changing your RED tags in your code on www.Yanfly.moe to suit my game. I also tried to change first If condition on in K.O state note tag to suit my game


    because i saw it was not in red, but that did not help either.



    if (user.isStateAffected(141) && !user._walkingDeadFailed) {




    I really like the TIPS & TRICKS.  I hope for help and that its not to much of a bother for you.


    Sry about my bad english, im norwegian.


    Regards


    SuperBlaze



    Thanks! I'll get that fixed and highlighted to red!
  11. Tips & Tricks - Holy Prism (World of WarCraft) - RPG Maker MV












    Holy Prism is a spell from the World of WarCraft that has a different effect depending on who your target is. If the target is a foe, the target takes concentrated damage and healing is reflected to the user's allied party. If the target is an ally, the ally will receive concentrated healing while damage is reflected to the user's enemy party! 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/2016/09/01/tips-tricks-holy-prism-world-of-warcraft-rpg-maker-mv/


    Enjoy!
  12. Hello,


    I found a minor but annoying bug with the core engine:


    Plugin Name: YEP_CoreEngine


    Bug Explanation:  The scale battleback feature isn't properly working in front view. (1280x720 resolution)


    Steps:


    Open Database


    Go to "Troops"


    Click "Battle Test"


    You will see below a bit of the sky from above


    (This bug only occurs in front view)


    Sample Project:


    Battleback_Bug


    This is my first bug report with a sample project, I hope the description and so on is okay for you. >.<
  13. Shiro1994 said:
    Hello,


    I found a minor but annoying bug with the core engine:


    Plugin Name: YEP_CoreEngine


    Bug Explanation:  The scale battleback feature isn't properly working in front view. (1280x720 resolution)


    Steps:


    Open Database


    Go to "Troops"


    Click "Battle Test"


    You will see below a bit of the sky from above


    (This bug only occurs in front view)


    Sample Project:


    Battleback_Bug


    This is my first bug report with a sample project, I hope the description and so on is okay for you. >.<



    Thanks, I'll get this fixed by this upcoming weekend.
  14. SapphKnight88 said:
    This isn't a bug report so much as a question about how to make something work...


    For Row Formation, how do you determine if a weapon is ranged or not for use in different rows?

    @Yanfly


    Er... I asked this a while ago and got no response, not even a "Read Things More Carefully". Though, I did kinda get buried. While waiting for a response, I did some digging and reading and still couldn't figure out the answer myself. Any advice? ^^;
  15. SapphKnight88 said:
    @Yanfly


    Er... I asked this a while ago and got no response, not even a "Read Things More Carefully". Though, I did kinda get buried. While waiting for a response, I did some digging and reading and still couldn't figure out the answer myself. Any advice? ^^;



    Did you honestly read the RowFormation plugin info ?

    An example of some setups:


    Front Row:


    Members in the front row will receive full damage from the Melee element.


    Middle Row:


    Members in the middle row will receive slightly less damage from the Melee


    element, but the Attack command is sealed unless they have a ranged weapon.


    Back Row:


    Members in the back row will receive a lot less damage fom the Melee element


    and also cannot use the Attack command unless equipped with a ranged weapon.



    That's in the help text of the plugin.


    And if your also using SelectionControl, there either '<Weapon Range>', '<Weapon Ranged>', '<Melee>', '<Range>' and '<Ranged>' notag you can use...


    Finally, if you set up all you melee weapon to be able to be used only in the 1st row and to target only that first one, then, they should be melee weapon...


    Hope that answer you question.


    Regards,
  16. Nanaya said:
    Did you honestly read the RowFormation plugin info ?


    That's in the help text of the plugin.


    And if your also using SelectionControl, there either '<Weapon Range>', '<Weapon Ranged>', '<Melee>', '<Range>' and '<Ranged>' notag you can use...


    Finally, if you set up all you melee weapon to be able to be used only in the 1st row and to target only that first one, then, they should be melee weapon...


    Hope that answer you question.


    Regards,

    Ah, okay. It slipped my mind that what I was looking for was in SelectionControl.


    Thank you! ^^
  17. For the visual state effects plugin. Would it be possible to add a note tag to action sequences to disable or change the state animation? (without removing the state itself) I am currently using it to create an energy charge effect on the characters weapon. However when the character uses a skill it moves in weird ways. It would be nice to be able to change the animation so it does something when a skill fires. The idea of said state is that I use it to charge the next skill used. You could also use it with conditionals to make the animation add additional fx to the skill to make it look charged up and not just do more dmg.
  18. SapphKnight88 said:
    @Yanfly


    Er... I asked this a while ago and got no response, not even a "Read Things More Carefully". Though, I did kinda get buried. While waiting for a response, I did some digging and reading and still couldn't figure out the answer myself. Any advice? ^^;

    If you use yanfly's selection control plugin you can specify if a weapon is ranged by using these note tags <Melee> <Ranged><Range>.


    You can read about it in the selection control plugin's help file.
  19. @Yanfly Hi Yanfly. I need to ask a thing to you: In Battle Core Engine, you know that you can use this particular and helpful thing:


    Battle Windows


    There’s various options to adjust the window settings found in the battle system to make navigating the battle system more intuitive. Such options include starting the turns with the Actor Command Window instead of the Party Command Window (the Fight/Escape Window). The Party Command Window is still accessible but only by pressing cancel on the first actor’s window.


    Ok, i need to ask: What plugin call/script call can i use, in a battle, for disable this particular thing? and for reactivate it next?


    I need this because:


    Battle start with the command of battle ready activated. And i love/need this think. BUT if the command battle is activated, the Character is selectet. And when you are performing an action, the character do a step forward AND if he's wounded, the sprite is not shown on their knees, but standing, as if it is in force.


    SO... in a scripted battle that the enemy deal a big damage and the character talk, when the turn go to the player, become SELECTED and it remain in a standing position. 


    I need this for a scripted  battle, when the player is stopped, and then there is dialogues, things... etc.


    Thank you very much! <3
  20. Happy 200 pages Yanfly!! :D