[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 250 of 309 View original ↗
  1. DarkSearinox92 said:
    @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



    That's a setting that's bound altogether. You can't simply disable it or change it midway through the game.


    ---

    Kloe said:
    Happy 200 pages Yanfly!! :D



    Thanks. XD It's been a long bumpy road, but we've made it!
  2. Tips & Tricks - Blood Magic (Path of Exile) - RPG Maker MV










    Sometimes, a battler may have moderate levels of MP but plenty of HP. Wouldn't it be better to use HP instead of MP in this case? Well, when Blood Magic is applied to the battler, that will actually happen! Here's how you can create this effect in RPG Maker MV!


    You can grab the copy/paste code here:
    Yanfly.moe: http://yanfly.moe/2016/09/02/tips-tricks-blood-magic-path-of-exile-rpg-maker-mv/


    Enjoy!
  3. I really like that blood magic effect ^_^ 


    (and the rest of the T&T effects!)


    Also,wow, you're at 200 pages! Is this like the only topic on all of the forums that have this many pages in them!?
  4. I think it's the only one that has this many pages indeed. At least I didn't see any other. Yanfly is just truly amazing.


    I was also trying to reproduce another Smart jump error that made lateral jumps possible too, but it turns out Yanfly's Smart Jump fix patched that out too.


    With this many tips & tricks, I'm starting to think my current project's gameplay is kinda lacking.
  5. Yanfly said:
    That's a setting that's bound altogether. You can't simply disable it or change it midway through the game.



    Mh... I understand... since you're a genius, you know for a call script that "reproduces" the esc command pressed on the keyboard? In this way, I would solve the problem. I ask you because you will know the engine as your pockets xD
  6. Hey Yanfly,


    Thanks for all these awesome plugins!


    Just to know... is there anything I can do to get the Picture Common Events to work when we call the menu?


    I'm working on an handheld device game with a gamepad and can't figure it out.
  7. In action sequence pack 1, it is said that to use the "show" fuction for tp +X, you need another plugin.


    Could you tell me which plugin this is ?
  8. Saneterre said:
    In action sequence pack 1, it is said that to use the "show" fuction for tp +X, you need another plugin.


    Could you tell me which plugin this is ?



    Currently, there aren't any plugins that accomplish this made in the Yanfly Engine Plugins library. You'll have to look for them elsewhere. :/

    DarkSearinox92 said:
    Mh... I understand... since you're a genius, you know for a call script that "reproduces" the esc command pressed on the keyboard? In this way, I would solve the problem. I ask you because you will know the engine as your pockets xD



    I'm afraid I'll have to redirect you to this forum: http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/ You can probably get some better answers there.

    erestorpat said:
    Hey Yanfly,


    Thanks for all these awesome plugins!


    Just to know... is there anything I can do to get the Picture Common Events to work when we call the menu?


    I'm working on an handheld device game with a gamepad and can't figure it out.



    Picture Common Events are strictly for the map.
  9. YEP.115 - In-Battle Status - RPG Maker MV












    In battle by default, there's no way to check your party's status. This plugin will add a new 'Status' command to the Party Command Window (with Fight and Escape) to allow players to check party members. Here, the player can view each party member's current parameters, get a list of all states, buffs, and debuffs. The player can scroll through the list and view newly added help descriptions of the states, buffs, and debuffs in a help window.


    You can grab the plugin here:
    Yanfly.moe: http://yanfly.moe/2016/09/03/yep-115-in-battle-status-rpg-maker-mv/


    Enjoy!
  10. Mm, if you're not using Battle Status Window, the left-and-right arrows switching characters feels kinda wonky. But since you also have to scroll through the statuses, I'm not sure what better way there is to handle that.
  11. First of all, why WOULDN'T you use Battle Status Window?


     And second, I wonder if it's possible to do this with the enemy side as well?
  12. Little Adventurer said:
    First of all, why WOULDN'T you use Battle Status Window?



    Because I think it makes more sense for my vertically-aligned characters to be arranged vertically in the status window? Because I'm doing something different? Because I don't feel like it?


    For the record, the character portraits don't always appear in Battle Test mode without Battle Status Window. Probably because they haven't been loaded in. Doesn't seem to be a problem in actual gameplay as far as I've noticed, just Battle Test, so just an "FYI" sort of thing instead of a proper bug report.
  13. This is probably already answered somewhere in the thread, but I tried looking and only got lost.


    Is there a way to get the max limit of weapons and/or armor from Item Core for eval purposes? Like say you have 50/50 weapons already and you found a treasure chest with a sword in it, it will check if current weapon count >= max weapon limit?

    I'm aware that you can intentionally get more than the max limit, I'm just curious if it's possible to put the max weapon limit for conditional purposes?
  14. Sorry, @HeroicJay. I didn't know.
  15. I've a question for Common Event Menu.










    In this video, i see that the Subtext Folder contain an amount of text that goes out of the box.


    Is it possible set up something that can automatically scrolls the text? there is a solution to the problem?


    Thank you very much.
  16. Hi there, some while ago I read that future Yanfly Plugins won't support the ATB because of its Timemanagement.


    Is the CTB also abandoned?


    Or will that still be supported?


    I'm looking forward to using it in a game atm :)


    @Yanfly I'm also looking forward to use your absorbtion barrier plugin. May I suggest a improvement?


    I coul imagine the plugin would make a awesome combination with elemental dmg if it were possible to use it just on certain Elements.


    Like setting up a "fire barrier" or a "thunder barrier"
  17. Hi, Yanfly.


    I've discovered yet another bug with a plugin combo.
     
    Script Name:
    YEP_X_ActSeqPack1 v.1.10 and YEP_X_AreaOfEffect v.1.00

    List of Scripts Used (with version):
    YEP_BattleEngineCore v.1.38a, YEP_TargetCore v.1.02a, YEP_X_ActSeqPack1 v.1.10 and YEP_X_AreaOfEffect v.1.00
     
    Bug Description:


    When using action sequences, the area of effect animation won't center on the middle enemy, (or the one actually targeted).


    instead it plays on all the enemies. this happens if i choose either "target action" or "whole action" as my preference.


    How to Replicate Bug:


    Just head up to the enemy and use Fire with Harold.


    I forgot to remove the other party members but just guard with them.


    Error Message:
    None
     
    Additional Information:


    This only happens with custom made action sequences,


    so it may actually, be that I am missing something in my action sequence.


    but I think I'm making them correctly.
    Link: https://dl.dropboxusercontent.com/u/60621831/Dummy%20Project%20II.zip
  18. Plugin Name: Action Sequence Pack 2

    Bug Explanation: When using "motion walk: user" it won't work at all. The user simply doesn't do any walking animations anymore.


    Error Report: -


    Exact Steps on How to Replicate Bug: There's not much, really. Download the sample project and use the "slow walking" skill and you see harold gliding over the ground.


    Sample Project (REQUIRED): Find it here


    @NomiCheck the front page, CTB is no longer supported.
  19. Nomi said:
    Hi there, some while ago I read that future Yanfly Plugins won't support the ATB because of its Timemanagement.


    Is the CTB also abandoned?


    Or will that still be supported?


    I'm looking forward to using it in a game atm :)


    @Yanfly I'm also looking forward to use your absorbtion barrier plugin. May I suggest a improvement?


    I coul imagine the plugin would make a awesome combination with elemental dmg if it were possible to use it just on certain Elements.


    Like setting up a "fire barrier" or a "thunder barrier"



    Both CTB and ATB aren't supported anymore for quit some time now. Still, feel free to use them.


    Regards,
  20. Goldschuss said:
    Plugin Name: Action Sequence Pack 2

    Bug Explanation: When using "motion walk: user" it won't work at all. The user simply doesn't do any walking animations anymore.


    Error Report: -


    Exact Steps on How to Replicate Bug: There's not much, really. Download the sample project and use the "slow walking" skill and you see harold gliding over the ground.


    Sample Project (REQUIRED): Find it here


    @NomiCheck the front page, CTB is no longer supported.



    "Motion walk" is and has always been a misnomer. It's not Yanfly's fault, though - it's built into the RPG Maker code that way. "Walk" is actually the idle animation.


    And while CTB may no longer be officially supported, that doesn't mean people can't still use it. Heck, Yanfly's newest plugin even contains special rules for using it with CTB.