[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 251 of 309 View original ↗
  1. Hello Yanfly,


    I discovered your disassemble plugin today, great stuff as usual. I was wondering if there was any way to have it be a free process that does not require a dissasembler. Should that have been explained in the plugin info much to my oversight, I apologize. And thank you very much.
  2. HeroicJay said:
    "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.



    Uhm.. what would the walk command then be?
  3. With the default animations, there is none, I'm afraid. You could make the idle animation be a walking animation if you're doing the art yourself, but then the character would be walking in place (of course, there are professional games that do that, like Final Fantasy Tactics.) Or you could replace an animation with a walk animation, if you're sure you'll never use the animation for anything else.


    I'm not sure anyone yet has created a plugin for more than eighteen animations per battle character - and if they have, you'd need a sprite sheet built for it, of course.
  4. @HeroicJay


    Omg you're right. I never noticed this before but the characters have no walking animation at all.. I wonder how I missed that, since it's been almost a year when I started the project
  5. Xenthar said:
    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



    To make it center strictly for AoE actions, you have to make it target the "First" individual like this:


    <whole action>


    action animation: first


    wait: 16


    action effect


    </whole action>


    Hope that helps!


    ---

    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.



    It looks fine to me.


    EDIT: Ah, HeroicJay explained it on the next page. Haha.
  6. Gin-Shiio said:
    Hello Yanfly,


    I discovered your disassemble plugin today, great stuff as usual. I was wondering if there was any way to have it be a free process that does not require a dissasembler. Should that have been explained in the plugin info much to my oversight, I apologize. And thank you very much.



    You can give the player an item that doesn't consume itself when used.


    TjoWma1.jpg
  7. Tips & Tricks - Healing Fate (Everquest 2) - RPG Maker MV












    In Everquest 2, Healing Fate is an impairment placed on an opponent that will grant Health to the caster and allies when the opponent takes a certain amount of damage. Here's how to recreate this effect in RPG Maker MV!


    You can grab the copy/paste code here:
    Yanfly.moe: http://yanfly.moe/2016/09/05/tips-tricks-healing-fate-everquest-2-rpg-maker-mv/


    Enjoy!
  8. hey yanfly i have a few questions that i hope you can answer


    1. when dealing with base/extra/or special parameter can you use gamevariable for formulas? like have a game variable called "knowlegde" and have that effect my MAT, or "instint" for eva ?


    2. speaking of special parameter, how can i use rates to alter my formula? i.e. i want my MDR to effect my MDF, the higher my MDR is the higher my MDF, so in my baseparamcontrol plugin i put (base + plus) * paramRate * buffRate + flat + (user.MDR * 125)   since its percent i imagine 4% is like .04 so x125 it would be a measly +5 but since i dont know the average MDR i have no idea how this would work i could just alter the MDR formula but i dont want to mess it up.


    3. i said this before a LONG time ago but can we PLEASE HAVE THE FLOATING FUNCTION for actors not just static enemies, i mean what if the enemies have some sort of gravity attack, or a spell that only work if the actor is flying (via state)


    4.For the taunt can i make it so that it only taunts certain STYPES?


    5.o and you now how luck effects the change of giving enemies aliigment and stuff is there a way to make that a little more controllable lie i wont to make a skill that makes it harder to inflict negative alignment but easier for positive ones, do i just raise luck for that?(what if i dont want it to effect my critial even though i have the critial control plugin and i dont plan to turn it off
  9. Hi, are there any ways or notetags to hide certain states in the Battle Status script?
  10. Uh, Yanfly? I think you made an error in your plugin updates yesterday. The link to Core Engine's update is labeled 1.18, but when I looked on MV just it says it's 1.16. And I checked my folder and yes, that plugin is recent to earlier today.
  11. Yanfly said:
    To make it center strictly for AoE actions, you have to make it target the "First" individual like this:


    <whole action>


    action animation: first


    wait: 16


    action effect


    </whole action>


    Hope that helps!

    Thanks, yanfly:D.
  12. Little Adventurer said:
    Uh, Yanfly? I think you made an error in your plugin updates yesterday. The link to Core Engine's update is labeled 1.18, but when I looked on MV just it says it's 1.16. And I checked my folder and yes, that plugin is recent to earlier today.

    You have to open the plugin within rpg maker for it to update to the new version. Its not enough just to place it in the folder.
  13. Guys, someone can help me with my question at page 200? Thank you very much.
  14. Xenthar said:
    You have to open the plugin within rpg maker for it to update to the new version. Its not enough just to place it in the folder.

    I don't remember having to do that before though...
  15. Little Adventurer said:
    I don't remember having to do that before though...

    I don't know why, that's just what needs to be done.
  16. Hi Yanfly, first of all thanks for your great efforts making plugins ^^


    I'm new and I was wondering if there is a way or a plugin to show a pop up when an enemy is hit with an element it is weak/resist ?


    Sorry for taking your time. Keep up the good work 
  17. Alex-X-W said:
    Hi Yanfly, first of all thanks for your great efforts making plugins ^^


    I'm new and I was wondering if there is a way or a plugin to show a pop up when an enemy is hit with an element it is weak/resist ?


    Sorry for taking your time. Keep up the good work 

    well i believe there are three methods you could try


    1.you can make a condition within the notetags of each individual enemy like if (this.isMagical) && name === "fire" (don't know java u have to look it up im pretty sure im wrong), then do something (i think u need the battle core plugin for this)


    2.use the BaseTroopEvents plugin to make the some thing on te first page of the condition of the first enemy troop it will carry on to ALL enemy troops so this could save ALOT of time.(look it up in youtube)


    3.within the damage core plugin setting you can tweet it where it says If (this.isMagical) on step 50, add something in step 52 that will prompt a text after getting hit by a weakness (i dont know the code for that) good thing about this method im pretty sure it will work for both the enemies and the actors 


    ultimately you need to know java to make this work im not sure what the java code is. the easiest method is probably the second method although the text wont appear if actors (your allies) get hit from weaknesses, i think its the safest bet.
  18. I have a question aboute auto passive states. I would like some of my passive states to be only active in battle. Is there a way to do that ?


    Edit : Alex, I've sent you a PM for your problem. I thought I wouldn't post it here since i involves someone else's plugin.
  19. Saneterre said:
    I have a question aboute auto passive states. I would like some of my passive states to be only active in battle. Is there a way to do that ?

    How about using base troop events plugin and applying the states at the start of every battle?


    and removing them at the end.
  20. Xenthar said:
    How about using base troop events plugin and applying the states at the start of every battle?


    and removing them at the end.

    or you could have the "remove by battle end" or "remove by walking" (1 step) and have if reapply itself at the begining of every battle