[YEP] Yanfly Engine Plugins

● ARCHIVED · READ-ONLY
Started by Yanfly 6167 posts Page 259 of 309 View original ↗
  1. Yanfly said:
    How you allocate your resources to use is completely dependent on you. The weapon sheets exist the way they do for a reason and it's your responsibility to adjust your resources to adhere to their demands. If the poses are incorrect, then fix the resources for the poses. This is not an issue with the plugin.

    Yeah I'm trying to figure out how to work the weapons and such to my liking but I fear if I have a two handed weapon like an assault rifle floating above the character's attacking animation which with the RTP sprites have one hand extending for the weapon graphic to float over- may look a bit strange. I'm having a bit of difficulty finding a way to customize it with the plugin and I am not sure how I can assign an different graphic sheet for specific poses. Hope I'm making sense :p

    Yanfly said:
    This is not an issue with the plugin.

    My issues with the plugin earlier was referring to the problem I was having regarding getting a common event to be triggered in a note tag. At the time nothing was working and I wasn't sure what I was doing wrong. Until only today when I booted up the program and went to test a battle did I find that it was now working- with nothing changed beforehand. The plugin is amazing but I am looking to see what more I can do and how I can do it.

    Just because you don't know why it's working or not working at certains points in time doesn't mean that it is "randomly" working. You probably have compatibility issues that would explain this erratic attitude. You are using plugins from other people than Yanfly, I imagine ? It's not always fully compatible.

    Not randomly working on occasions, but not working at all- then later working properly at another time with no changes and no further problems. That was my problem.


    I have other plugins made by other people yes- but nothing battle conflicting. The reasons behind this I don't know, sometimes a plugin just doesn't want to work for me until the next day.
  2. EDIT: Sorry for the double post- I tried to edit and put in a quote and then my browser crashed -_-
  3. Skurge said:
    Hm, OK I've concocted this:

    Spoiler
    Skill #1 will be used when you select


    the Attack command.


    <setup action>


    Attack


    display action


    </setup action>


    <target Action>


    motion missile: user


    wait: 20


    animation 3: user


    attack animation: target


    action effect


    action common event 30


    wait: 30


    </target Action>


    <finish action>


    CLEAR BATTLE LOG


    PERFORM FINISH


    </finish action>



    The enemy performs a firing animation: with the muzzleflash built into the enemy graphic,


    The enemy calls a self animation effect which flashes the user simulating a gun flash on the graphic.


    However the enemy does not bring up the common event to handle it's designated sound effect.


    Sadly I don't know how to get the common event note tag working- i've tried many methods such as capital letters, ":" and many similar methods other note tags use- but to no success.


    Also side note: I am having trouble getting visual health bars working http://yanfly.moe/2015/11/21/yep-30-visual-hp-gauges/


    I have the paramitters on default, and I have the plugins that are aparently required and placed in correct order and even taken by example of the video- but nothing is working. I'm stumped.

    action common event  <<< dont need number 30 behind it just leave it with out anything and put the actual common event 30 in skill effects instead.
  4. Miacuro said:
    Can someone help me with Yanfly's RowFormation plug in?


    For whatever reason or another, apparently I can't grasp how the coordinates work for SV Actor sprites..


    I'm using Yanfly Battle Engine core.. and I see where to mod the coordinates.. and I'd like to use the Row Formation plug in as well, and mod the coordinates..


    What I am trying to accomplish:


    - All SV Actors are aligned vertically (say from the same spot as the default SV Actor 2 position) and do not overlap, so a little more space above/below each Actor.


    - When using RowFormation, I am only using two rows. Front and Back. However, I do not want the entire formation to change. Just the Actor position.


    EX: (See image) All Actors are lined up and this is the "Front Row", and when a change is made to place an Actor in the "Back Row" that Actor is just displaced a little behind on the Horizontal access.


    - Currently, by default, every time a Row change is made with RowFormations, the entire Formation is altered.. which kinda doesn't fit the aesthetic of my project.


    Any body can lend a hand?.. I am pretty adept with finding and modifying values in plug-ins, but for whatever reason or another.. i just cant grasp Actor Coordinates.. :(


    Thanks!!


    -Mia


    Example Image from FFIV:


    Cecil, Palom, & Parom are in "front/default" Row while Tellah is in the back Row.


    View attachment 47915

    I am having this problem as well but I am sure it can be solve if we can get Party member position index and put into row instead of using row index to calculate Y position


    but currently I am stuck with getting that into plugin parameter


    Row1 Home Y:  PartyPositionID * 48 + 180


     but I can't seem to find function that work


    $gameParty.members() doesnt seem to work either
  5. Plugin name: YEP GridFree Doodads


    Issue: When placing doodads of sizes not equal or divisible by 8, or snapping them to a grid not divisible by 8, doodads will move out of sync when scrolling the map using WASD.  This hinders the ability to snap to grid efectively after the map has been moved.


    Error Messages: None


    Steps to follow:  Open the project as normal and press F10 to enter the doodads menu.  Grab either of the two provided doodads and press G to bring up the grid menu.  Make sure the grid is set to 90 width and 45 height.  Snap to grid and begin placing the doodad.  If you do not pan the map (do not press WASD), the doodads will align as they should.  Move in any direction with WASD and the doodad is no longer in sync.  It will still "snap to grid", but the doodad will no longer be flush with the others duplicated.  The only way to line up the doodads again is to disable grid snapping and place them precisely.


    Project: http://www114.zippyshare.com/v/feCYNgDZ/file.html


    I hope that I have met the requirements for submitting this bug :)


    Before pressing W, A, S, or D:


    beforeWASD.png


    After pressing W, A, S, or D


    AfterWASD.png
  6. View attachment 48043


    I'm very pleased with the doodads plugin as you can tell! ♡
  7. Mikaeru said:
    @Miacuro


    In the plug-in manager, go to the settings of row formation and scroll down to Row X Home Y (with the X being the numbers of rows you want to configure, in your case 1 and 2). The default should be 'centerY + ((rowSize / -2 + 0.5) + rowIndex) * 32'.


    Here, change the rowIndex to $gameParty.members().indexOf(this._actor) for every row you want to be affected. With this, the will have the right height (maybe adjust the * 32 at the end to 64 or whatever fits your taste.


    For them to be exactly under each other, go to Home X for each row you want to adjust and delete the end part (' + rowIndex * 32').


    To change the distance between rows, adjust the '112' in Home X (for example, something around '50' will make the second row much closer to the first row).



    Thanks, I'll try this a little later on and see if it works like I'm hoping it will!


    [[EDIT]] But as it turns out, it's SO close, but not quite there. I'm probably doing something wrong because every time I change a couple of Actors Rows, the entire Formation is relocated.. Here's what I have in my set up:


    Row 1 Home X: maxRowX - (maxRows - rowId) * 50


    Row 1 Home Y: centerY + ((rowSize / -2 + 0.5) + $gameParty.members().indexOf(this._actor)) * 50


    And the same thing in Row 2 Home X & Row 2 Home Y. So I imagine it's something I've done incorrectly..


    However, with the suggestions you gave, the Actors did line up quite nicely when they were all in the Front Row!! Any Advice?


    Thanks,


    -Mia :)
  8. Miacuro said:
    Thanks, I'll try this a little later on and see if it works like I'm hoping it will!


    [[EDIT]] But as it turns out, it's SO close, but not quite there. I'm probably doing something wrong because every time I change a couple of Actors Rows, the entire Formation is relocated.. Here's what I have in my set up:


    Row 1 Home X: maxRowX - (maxRows - rowId) * 50


    centerY + ((rowSize / -2 + 0.5) + $gameParty.members().indexOf(this._actor)) * 50


    And the same thing in Row 2 Home X & Row 2 Home Y. So I imagine it's something I've done incorrectly..


    However, with the suggestions you gave, the Actors did line up quite nicely when they were all in the Front Row!! Any Advice?


    Thanks,


    -Mia :)



    Wow now that I know the way to get party index into formation its working now   $gameParty.members().indexOf(this._actor) thanks!


    By the way If you dont want your whole formation to change when they change row you need to make sure that you remove centerY altogether from the equation since centerY change depend on how many actor is in the row you would want to put something like this into both Row 1 Home Y and Row 2 Home Y instead.


    Row 1 Home Y: $gameParty.members().indexOf(this._actor) * 48 + 180


    Row 2 Home Y: $gameParty.members().indexOf(this._actor) * 48 + 180


    The formation should work but you can adjust them to fine tune to fit you game


    Where 48 can be change to adjust how far away each member from each other vertically.


    Where 180 is starting position of your top most character increase this will push the whole formation down the screen decrease it will push the whole formation up the screen


    Also you will need to stop the change in X position(horizontal position) too 


    Row 1 Home X: $gameParty.members().indexOf(this._actor) * 20 + 500


    Row 2 Home X: $gameParty.members().indexOf(this._actor) * 20 + 650


    This will make it so your member remain stationary when other member change their row since rowIndex no longer in the equation of horizontal.


    Where 20 can be change to emulate the perspective. Increase this will make the whole formation slant more to the right


    Where 500, 650 is screen position of the Row. Increase this value will push respective row to the right of the screen


    *Edited: Ok I've found a slight problem with above setting first it will make a small party 1-2 actor party to be on the very top part of the screen because it basically start lining up player on top of the party position on top of the screen regardless of party size. But I've found a solution.


    First edit the plugin parameter 


    Row 1 Home Y: $gameParty.members().indexOf(this._actor) * 48 + 350 - centerY


    repeat for row2, row3 if you use them


    then


    Center Row Y: partySize * 24


    where 24 should be half of value 48 in Row 1 (vertical distance)


    as you can see the higher the party size the bigger will centerY be which in turn will push the whole formation upward. 


    You will have to adjust these number to fit your game screen and setup though but i got mine working.
  9. @Miacuro


    Huh, got ninja'ed...


    Sorry for this oversight of me.


    @benz10wheel


    You're welcome.
  10. Mikaeru said:
    @Miacuro


    Huh, got ninja'ed...


    Sorry for this oversight of me.


    @benz10wheel


    You're welcome.

    Sorry for that hehe, but because of you I learn the  $gameParty.members().indexOf(this._actor)


    that really help me  a lot, I was unable to sleep yesterday looking alll over the Internet to get this value but it was actually inside the same thread orz....
  11. Yanfly said:
    Tips & Tricks - Biotic Grenade (Overwatch) - RPG Maker MV









    Biotic Grenade is a skill for Ana from Overwatch. It affects both allies and enemies that are caught in the blast. The grenade causes enemies to take damage and receive no healing effects for some time. On the other hand, allies caught in the blast get healed and will receive more healing instead. Here's how to make it in RPG Maker MV!


    You can grab the copy/paste code here:
    Yanfly.moe: http://yanfly.moe/2016/09/21/tips-tricks-biotic-grenade-overwatch-rpg-maker-mv/


    Enjoy!



    I've noticed something about the targeting. In Overwatch, it affects both allies and enemies in an area, while Yanfly's skill affects every alive ally and enemy.


    Is there a way to have the skill only hit an Area ? I mean, you have made an Area of Effect plugin several months ago, so why don't using it ?
  12. Mademoiselle Jojo said:
    I've noticed something about the targeting. In Overwatch, it affects both allies and enemies in an area, while Yanfly's skill affects every alive ally and enemy.


    Is there a way to have the skill only hit an Area ? I mean, you have made an Area of Effect plugin several months ago, so why don't using it ?

    You can do that I think. But I am pretty sure its  gonna become hard to show case the effect of both healing and damage when you use area of effect plugin. Since most of the time you will only be hitting either friend or foes unless you make the area effect big enough that it hit both parties. Which is pretty much the same as targeting every one on the map anyway. Yanfly also tend to minimize the use of plugins so it doesn't complicate the tutorial further.


    However you can use Yanfly's Row Formation plugin and have your front line almost goes toe-to-toe with enemy and then grenade area of effect could be smaller to show that both effect works at the same time.
  13. Hi Yanfly. 


    I have in my game only one character that uses both MP and TP, while the others only uses one of them.


    So, when I disable the Show TP in Battle, it gives me this : https://gyazo.com/47c822e1605e1cae389c3808a04a7a64


    in which it doesn't show the MP of the interested character, and when I enable it, the others' TP/MP gauge length is halvened : https://gyazo.com/9d4c39cdec7c25ce2707c09868bb37a6


    So I wanted to know if there is a way to fix this.
  14. @Yoshifull you have to disable the TP or MP display using a plugin's notetag.
  15. @Yanfly Hello I was just wondering if I could ask about a quick problem I'm having with the 'Animated Sideview Battlers' plugin? :) It's not really a bug as such, it works fine generally, but when trying to use a character battler for the enemy, it's facing the wrong way every time!! I can't seem to find any way to swap it round, I tried flipping it in photoshop but then it stopped being animated! I've tried it with different battlers (and have been using the mv editor to create standard battler sheets) but just can't seem to get him to face the player! Wondered if you might have an idea what's going on here? Thank you so much! And thanks for all your amazing plugins Yanfly!! <3 

    Spoiler
    weeeird.png
  16. lvkennelly said:
    @Yanfly Hello I was just wondering if I could ask about a quick problem I'm having with the 'Animated Sideview Battlers' plugin? :) It's not really a bug as such, it works fine generally, but when trying to use a character battler for the enemy, it's facing the wrong way every time!! I can't seem to find any way to swap it round, I tried flipping it in photoshop but then it stopped being animated! I've tried it with different battlers (and have been using the mv editor to create standard battler sheets) but just can't seem to get him to face the player! Wondered if you might have an idea what's going on here? Thank you so much! And thanks for all your amazing plugins Yanfly!! <3 

    Spoiler
    View attachment 48092



    What plugins do you use, what settings ?
  17. Mademoiselle Jojo said:
    What plugins do you use, what settings ?

    Ok I feel really stupid I was just starting to list them for you (there's a lot!!) and realised I had an extra of MOG's Battler Motion plugin that wasn't turned off, that's what was causing it!! Sorry about that I've literally been trying to work that out for ages and as soon as I post about it I work it out, typical haha  :headshake:  I've seen a couple of other people have this problem though so hopefully it might help someone fix it? -embarrassed-
  18. kovak said:
    @Yoshifull you have to disable the TP or MP display using a plugin's notetag.

    ON the second picture, the two latters characters have their respective gauges removed alright, but I'd like their remaining to take the whole remaining space.
  19. Is there a way to run a plugin command during an action sequence, maybe by using 'Eval'? I'm trying to make the gab window display under specific circumstances when using a skill, and I want to do it in the action sequence itself rather than using a common event for each one.
  20. Screedle said:
    Is there a way to run a plugin command during an action sequence, maybe by using 'Eval'? I'm trying to make the gab window display under specific circumstances when using a skill, and I want to do it in the action sequence itself rather than using a common event for each one.

    The slightly brute force way is to find the coffee the plugin command calls, and just call that yourself in an eval- if anyone else has a better idea, though, I'd love it as I've had the same struggle.