[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 305 of 309 View original ↗
  1. @spacecreep We need a lot more information than what you have given in order to be able to help you.

    Do you use other plugins?
    Are your Yanfly plugins in the order he shows on his website? (For all Yanfly plugins this is very important.)
    Did you change any of the plugin's parameters?
    Are all your plugins up to date?
    Is your project updated to the newest maker version or is it below it?
  2. BUG Report - EnemyLevels + DifficultySlider (Sound options bug)

    If both of these are enabled, then inside the options menu, Right arrow to increase sound volume crashes the game. Z and Left Arrow do not. Thank you in advance, keep up the great work!

    (Fixed)
  3. Hello Yanfly! Any plans to make a gampad common events plug-in like your keyboard one? I think it would be an amazing addition to your plug-ins and would allow better use of a gamepad.
  4. Plugin Name: (core engine/grid free doodads)


    Bug Explanation: reduces screen resolution to default and character faces in menu are missing.


    Error Report: None).


    Exact Steps on How to Replicate Bug: Place screen resolution to 1280/720, have both plugins activated and play the game.

    Hi yanfly, I've found a small compatibility issue with 2 of your plugins, namely your core engine and grid free doodads. I started a new project with just these 2 plugins to make sure there weren't any issues with other plugins I had installed and I still have the same problem as shown in the images below. When using both your plugins at the same time, the grid fee doodads overwrites your core engine meaning my screen size reverts back to the original size as you can see in examples 1 and 2. Also, when you load up the menu the first time as you can see in example 3, the players faces don't show, but if you close and open it again, the faces show fine which is a bit annoying especially if you want to make your game commercial lol. I've changed the order of the plugins in the plugin manager and am using the most up to date versions of your plugins but it still won't work.
  5. Before I get blue branded, I unintentionally double posted by accident. All I was going to say is that for those facing my problem. There is a fix available on page 302 by Squack Spencer.
  6. Good afternoon,

    I'm having a gold position error in my game, it's not aligned properly after I've changed the screen resolution.

    I only use your plugins.
    Please help me.

  7. @Zarchiel are they all updated? Right order and same names? Tried turning them off one by one to find which one is the one giving problems?
  8. Is there any way to get YEP_PictureCommonEvents to persist during battle, or any plans to allow it to do so?
  9. Waterguy said:
    @Zarchiel are they all updated? Right order and same names? Tried turning them off one by one to find which one is the one giving problems?
    I did, actually it was a Victor plugin that was giving this incompatibility with gold.
  10. Plugin Name: Auto Passive States/Class Change/Skill Core/Skill Learn System

    Plugin Parameter Changes: Only changes I did were require no Gold for skill learning default and changed all of the selections to false that had to do with row selection.

    Bug Explanation: Auto Passive States stays active even after changing classes, even when adding in the require class tag.

    Please see the below link for a test game showing that Auto Refresh stays active after learning it, even when switching to another class that should not be able to have the skill.

    https://www.mediafire.com/file/8bsaolbig8ui5pc/Test.zip

    Thanks in advance!
  11. This is regarding the Standard Turn Battle plugin.

    Plugins installed in the replication of this bug:
    YanFly Engine Core
    YanFly Battle Engine Core
    YanFly Standard Turn Battle


    I've made no changes to the default settings aside from setting the battle system to STB in Battle Engine Core.

    Basically, this bug makes it so that during a turn-specific event, if an enemy uses a skill as a part of it, it skips the rest of the event and carries on with the battle. It also makes it so that even when the enemy is killed, the battle will not end.

    In the bug recreation project, you can test this simply by fighting the Minotaur, which has a mid-battle turn event added to its troop settings. All other enemies in the code do not have mid-battle turn events and as such function normally, for comparison.

    Here is the link to download the sample project: https://www.mediafire.com/file/a4co9xfxo3enck9/Project3.zip
  12. Hello! I have a question/suggestion regarding YanFly's Message Core and Extended Message Pack 1.
    Is it possible to somehow shorten the textcodes used for letter sounds? Changing the sounds for each character is really annoying...
    The suggestion is: I'd love to see the following: put something in a character's note to set the default letter sound for them, and then instead of writing each time \lsn<RugioLetterSound> we could just write \lsn[X], where X is the number of a character in the database? Please, this would be amazing.
  13. there's a way for reserve battle actors to gain JP? I want them to gain for eg: 50% of JP gained of the total
  14. Bug Report for Scale Sprites

    When entering a tile marked as "bush" the resized character sprite will disappear entirely, regardless of size.

    EDIT - Oh, and I didn't include any files or anything in this report because you can just make a new project, turn on the mod, and the problem happens 100% of the time.

    DarkEspeon said:
    Hello! I have a question/suggestion regarding YanFly's Message Core and Extended Message Pack 1.
    Is it possible to somehow shorten the textcodes used for letter sounds? Changing the sounds for each character is really annoying...
    The suggestion is: I'd love to see the following: put something in a character's note to set the default letter sound for them, and then instead of writing each time \lsn<RugioLetterSound> we could just write \lsn[X], where X is the number of a character in the database? Please, this would be amazing.

    Sounds like Yanfly's Message Macros would solve your problem.
  15. The_Ez said:
    Sounds like Yanfly's Message Macros would solve your problem.
    Hey, this is amazing! Thank you!
    Do you, maybe, also know if there is a plugin for doodads that allows to rotate them?
  16. DarkEspeon said:
    Hey, this is amazing! Thank you!
    Do you, maybe, also know if there is a plugin for doodads that allows to rotate them?

    I don't I'm afraid. That's not to say there isn't one though, I work mainly with image layers so I'm not really familiar with doodad mods.
  17. just a quick question in regards to your dragonbones plugin... can you have the weapons be dynamic (ie, if weapon "a" is equip show this graphic, if weapon "b" then that graphic) because that would be really amazing for player actors
  18. I would like to position the X and Y of the ATB/HP Bar. I´m using the new beta KELYEP DragonBones to create animations/frames, and then the bars are not well positioned.
    Also, the Status ICON are too high (you can´t see them on the image)
    upload_2017-8-4_15-5-20.png
  19. So I've updated the core engine from Yanfly to v1.24 and I'm having a slight problem. Ever since I updated this the enemies and actors disappear when it's in the side view battle but in the front view battle, the enemies appear.

    No enemies or actors in the side view battle: [embedded media]
    Enemies appear in the front view battle: [embedded media]
  20. YEP.44 - Animated Sideview Enemies - RPG Maker MV
    How do I get the enemy to change sideview weapons depending on what skill they're using in the middle of battle? For example: Iron Sword, the enemy should swing with the sword image. Iron Lance, the enemy should thrust with the spear image.
    Enemy Skills do not display the weapon (except Attack).
    [edited by Kes]