I've looked to see if I may have missed an update, but I think that if you're still supporting it, the Actor Party Switch needs to be updated for compatability with the Standard Turn Battle. You will be able to give a command to the switched in party member but it's pointless and skips their turn.
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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This has been reported several times. Yanfly's been working on fixing this for a while but it seems to be some bigger issue.
Oh OK, thank you. I hope he can figure it out! -
Hello guys. I need some plugin knowledge. At YEP Yanfly Battle Engine Core, at sideview configs, i can set the home position X and Y for the battler's sprites. However, i use bigger and smaller sprites for actor battlers. Do you guys know how to get the width/height of these sprites? So i can center them with the home position X Y formula (like 420 + (index * 80) - (sprite height / 2)
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Im using the event chase plugin and noticed that a event can still see you through walls. Would it be possible to add a script to check for a impassible object like a wall so the event can't see the player?
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actually I belive I found something that will work. A add on made by this individualIm using the event chase plugin and noticed that a event can still see you through walls. Would it be possible to add a script to check for a impassible object like a wall so the event can't see the player?
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I found a bug in the Move Route Core (I'm using updated plugins). (http://yanfly.moe/2017/01/21/yep-124-move-route-core-rpg-maker-mv/)
When I use the script call "LEFT: 10" (or any other side) inside a custom move route, it will crash in the second cycle.
I made a waitress walk around all my restaurant, but in the second time she just hit the wall and didn't move. -
I found a bug in the Move Route Core (I'm using updated plugins). (http://yanfly.moe/2017/01/21/yep-124-move-route-core-rpg-maker-mv/)
When I use the script call "LEFT: 10" (or any other side) inside a custom move route, it will crash in the second cycle.
I made a waitress walk around all my restaurant, but in the second time she just hit the wall and didn't move.
I understood the error now. The move always increase.
I made a character walk in circles (left: 3, down: 3, right: 3, up: 3).
In the first time it made a 3x3 square.
In the second time it was a 6x6 square, and so on. -
I understood the error now. The move always increase.
I made a character walk in circles (left: 3, down: 3, right: 3, up: 3).
In the first time it made a 3x3 square.
In the second time it was a 6x6 square, and so on.
The problem is when we repeat the movement.
A event with a move route without repeat will run just as we want, even if we talk again with it.
When we use a repeating move route, it will simply add a move again and again.
So, (left: 3, down: 3, right: 3, up: 3) will be (left: 6, down: 6, right: 6, up: 6) in the second run, (left: 9, down: 9, right: 9, up: 9) in the third and so on. -
Jeferson Tomazella, please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.
Next time please just edit your original post and add the new information to that. -
I have a question about YEP 44 - Animated Sideview enemies. it gives me an error saying Failed to upload img\sv_enemies\Actor1_1 file. the only tag I used to test was <Sideview Battler: FILENAME>, do I need all of the tags, or what step am I missing?
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Hello, do you know how to create this skill?
"Attack target. If user has buff ATK Up, inflict DEF Down on target for 5 Turns."
Thank you in advance. -
Hello, the Standard Turn Battle system does not show up in my game even when it's switched on and below
the Battle Engine Core. I also have Swap Enemies switched on if that helps. -
Hello so I'd like to report a possible bug that is either with the Event Chase Stealth or Event Chase plugin. Im using he following plugins Event chase, event chase stealth and Movement core.
The problem is that if I use a region id to indicate a stealthed area and the player enters it, the Event that is supposed to give chase will stop, return to its original position and not move until the player exits the region. So for example in the project I have given for the bug report, the NPC event is set on a path using the move route core to patrol the area below the wall. The NPC will chase the player when it sees the player and when the player enters the stealth area, which is above the wall the NPC stops and return to its start position and not move until the player exits the stealth region at which point the NPC will resume its patrol. In addition to this is that if the "return after" flag is set to false the NPC will not move at all until the player exits the stealth region.
The NPC I should I think continue on its patrol after the player enters the stealth area, or choose a new path after the region is entered.
I hope this makes sense. Remember when reviewing the game the stealth region is above the wall and is set to region 1.
https://www.dropbox.com/s/md50udzjqfxef1q/Event chase stealth bug.zip?dl=0 -
My skill learn system plugin is having a error when I enable it and go to the main menu and select learn skills the skill learn box has some sort of brown lines appearing inside the box on the bottom right
This is what it looks like : https://gyazo.com/98d5dd1c51099adfc300164eae973bc8
Not sure what to do here -
Plugin Name: Yanfly Icon Generator
Do you have all the latest updates for the plugins in question? Yes, I am using 1.02
Plugin Parameter Changes: None
Bug Explanation: I began using the program yesterday. For about 4 hours I was able to use it just fine. Then it abruptly quit on me. I reopened it and continued working. After another hour or so, it quit on its own again. This has continued happening since, for shorter and shorter amounts of time. Now, I can barely create one icon and save before the program just closes itself. I tried uninstalling and reinstalling, but the problem still exists. I have restarted my computer, I have run only this program with nothing else running on my computer, but the issue still exists. I'm so close to finishing my icon set but I simply can't get anything done when it shuts down after a minute or less.
Create a Sample Project Reproducing the bug: I have attached my itemsheet and global file.
Exact Steps on How to Replicate Bug: Simply open the program and an iconsheet, and start using it. I am running
Windows 10, Intel i7 processor, solid state drive, 16 GB Ram, nVidia GeForce GTX 980 Ti graphics card.
Did you recreate the bug on the sample project? My husband is having the same issue on his PC.
Upload the sample project and share the link (ABSOLUTELY REQUIRED):
https://drive.google.com/open?id=0Bz4gvTJ4iOWUTXk5a2FiNlVjTGc
https://drive.google.com/open?id=0Bz4gvTJ4iOWUZEtCYjAzXzM1eEE
I googled but didn't find anyone who had reported any issue with the icon generator, so posting here is pretty much my only recourse. -
You need to put the Actor1_1 file into your sv_enemies folder. Since you didn't expressly state you moved the Actor1_1 file into the sv_enemies folder, the most obvious reason for the error is exactly what it says on the tin. Copy it from the actors folder to the sv_enemies one.I have a question about YEP 44 - Animated Sideview enemies. it gives me an error saying Failed to upload img\sv_enemies\Actor1_1 file. the only tag I used to test was <Sideview Battler: FILENAME>, do I need all of the tags, or what step am I missing?
This sort of question doesn't belong in this topic. The easiest way to do something like this is to use an eval tag from the skill core plugin to run an eval after the skill is completed.Hello, do you know how to create this skill?
"Attack target. If user has buff ATK Up, inflict DEF Down on target for 5 Turns."
Thank you in advance.
Code:This checks if buff 2 (which is atk) has a value above 0 (which is a buff, as opposed to a debuff), and then applies a debuff of 3 for 3 turns, which is defense. Adjust to your liking.<After Eval> if (user._buffs[2] > 0){ target.addDebuff(3, 3) } </After Eval>
Open the battle engine core plugin setting and set the default battle system to stb. It's probably currently set to dtb.Hello, the Standard Turn Battle system does not show up in my game even when it's switched on and below
the Battle Engine Core. I also have Swap Enemies switched on if that helps. -
I think I'm missing something, but is it normal that states do not appear on my actor status when using Standard Turn Battle? Do they need to be setup differently? If not, then I might have a plugin that is not compatible...
EDIT Nevermind... Found a huge mistake on my part -
I found a bug in Selection Control plugin. I'm using updated plugins. The scope of the skill is 1 enemy, and I'm using <Select Conditions>State: 33</Select Conditions> (just enemies affected by state 33 should be valid targets). It works well, but all enemies are being highlighted. This is annoying for the player because he won't know what target he's selecting if all of them appear as valid targets.SpoilerSpoiler
@Edit: Fixed. The problem was in <Custom Text Display>. If you use that, it'll highlight all targets. Just removed <Custom Text Display> tag and now it works fine. -
Hi I'm french so I'm sorry if you don't understand what i said.
I've installed the plugin YEP_SaveCore.js but when i open my game and y want to save my progression in a file, there is a error message :"Uncaught TypeError: undefined is not a function" .... what can i do please? -
Trying to use the actor party switch plugin along with the STB battle system. When ever I swap characters and use a action, nothing happens followed by the unit getting its turn. Best I can guess is that the program is trying to have the unit that was swapped out do the action, but the unit isn't there.
https://www.mediafire.com/?v56f6ja9japdlhs