[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 38 of 309 View original ↗
  1. Curious yanfly, are you by any chance planning to create a quest menu/quest log?
  2. Yanfly said:
    Strange, I don't see those. Are you able to upload an empty project with the Core Engine online (don't deploy it) that reproduces this problem and link it here?
    I am getting it in this test project as well. The plugin wasn't set up in any specific way. I'm curious if it may be machine-specific?

    Let me know if you see them too.

    Project2.zip
  3. Yanfly said:
    Currently, this isn't something I have planned.
    Will you do this in the future, or should I try find someone that can make a patch for change the display of all your windows? I don't need this feature soon, I can wait even three months if neccessary, I haven't really begun my project yet because first I'm gathering materials and plugins, however I would like to know if you would do it or not in a.... "near future".

    Thank you in advance for the answer.
  4. Battle Engine Core >> Battle System - Charge Turn Battle

    Features and How to Use




     This plugin requires Battle Engine Core. The fabled Battle System – CTB! Battle participants are placed in a visible turn order based on their agility and speed. When it becomes their turn, they input an action and execute it immediately, then proceed back in line. The CTB system focuses heavily on turn manipulation to change the strategic flow of battle.

    Plugin: http://yanfly.moe/2015/12/05/yep-38-battle-system-charge-turn-battle/

    Instructions

    Spoiler
    Introduction

    The Battle System – Charge Turn Battle plugin is an extension plugin for Yanfly Engine Plugins’ Battle Engine Core. This extension plugin will not work without the main plugin.

    To use the CTB system, go to the Battle Engine Core plugin and change the ‘Default System’ setting in the parameters to ‘ctb’.

    The Charge Turn Battle system functions by calculating every battlers’ speed and balancing them relative to one another. When it’s a battler’s turn, the battler will either choose an action to perform immediately or charge it for later depending if the skill requires charging.

    This is a battle system where agility plays an important factor in the progress of battle where higher agility values give battlers more advantage and lower agility values give battlers less advantage.

    Plugin Commands

    To change your battle system to Charge Turn Battle if it isn’t the default battle system, you can use the following Plugin Command:

    Plugin Command:

    setBattleSys CTB
    Sets battle system to Charge Turn Battle.

    setBattleSys DTB
    Sets battle system to Default Turn Battle.

    Using the above Plugin Commands, you can toggle between the Default Battle System and Charge Turn Battle!

    Notetags

    The following are notetags that pertain to and affect the CTB system.

    Actor and Enemy Notetags:
    <CTB Icon: x>
    This sets the icon used for the actor/enemy to be x.

    <CTB Border Color: x>
    This sets the border color used for the actor/enemy to text color x.

    <CTB Background Color: x>
    This sets the background color used for the actor/enemy to text color x.

    Skill and Item Notetags:
    <CTB Help>
    text
    text
    </CTB Help>
    For those planning on using multiple battle systems, sometimes you may have your skills perform differently while using CTB. If so, using this notetag will allow skills and items to display different help text while CTB is enabled.

    <CTB Speed: x>
    Usable only during CTB. This sets the target’s current speed to x.

    <CTB Speed: x%>
    Usable only during CTB. This sets the target’s current speed to x% of the CTB turn completion target.

    <CTB Speed: +x>
    <CTB Speed: -x>
    Usable only during CTB. This increases or decreases the target’s current speed by x.

    <CTB Speed: +x%>
    <CTB Speed: -x%>
    Usable only during CTB. This increases or decreases the target’s current speed or charge by x% of the CTB turn completion target.

    <CTB Order: +x>
    <CTB Order: -x>
    Moves target’s position in the turn order by +x or -x. +x will make the target having to wait more before getting their turn while -x will make the target having to wait less. The effect is minimal and will only last for the current turn cycle.
    * Note: If you use this for multiple targets, each target will shift turns individually at a time.

    <After CTB: x>
    <After CTB: x%>
    This will set the skill/item user’s CTB speed value to x or x%. If ‘x’ is used, this will be the exact CTB value. If x% is used, this will be the percentage of the CTB turn completion target that it will be at.

    Actor, Class, Enemy, Weapon, Armor, and State Notetags:
    <CTB Start: +x>
    <CTB Start: +x%>
    Usable only during CTB. This will give the actor, class, enemy, weapon, armor, or state the property of starting battle with X CTB Speed or X% of the CTB turn completion target.

    <CTB Turn: +x>
    <CTB Turn: +x%>
    Usable only during CTB. This will give the actor, class, enemy, weapon, armor, or state the property of starting a turn with X CTB Speed or X% of the CTB turn completion target.

    Lunatic Mode – Conditional CTB Speed and Conditional CTB Charge

    For those who have a bit of JavaScript experience and would like to have more unique ways of performing CTB speed and charge changes, you can use the following notetags:

    Skill and Item Notetags:
    <Target CTB Speed Eval>
    speed = x;
    charge = x;
    </Target CTB Speed Eval>
    You can omit speed and/or charge. Whatever you set ‘speed’ to will change the CTB speed of the target. If the target is charging, ‘charge’ will cause the target’s charge to change to that value. To make things more simple, ‘max’ will be the full gauge value.

    Here is an example:

    <Target CTB Speed Eval>
    speed = target.hp / target.mhp * max;
    charge = target.hp / target.mhp * max;
    </Target CTB Speed Eval>
    The above code will set the user’s current CTB gauge to position equal to the target’s HP ratio. If the target has 25% HP, the CTB gauge will go to 25% full for the target.

    — — — — —

    <Target CTB Order Eval>
    order = x;
    </Target CTB Order Eval>
    Set the ‘order’ variable to how much you want to alter the target’s current turn order by. If ‘order’ is positive, the order will need to wait that many more turns before its turn comes up. If ‘order’ is negative, it will will that amount of turns less before the order comes up.

    Here is an example:

    <Target CTB Order Eval>
    if (target.hp > 1000) {
    order = 3;
    } else {
    order = -1;
    }
    </Target CTB Order Eval>
    If the target when attacked has over 1000 HP left, the target will have to wait 3 more turns before its turn arrives. If the target has 1000 or less, the target actually waits 1 less turn.

    — — — — —

    <After CTB Eval>
    speed = x;
    </After CTB Eval>
    This is the CTB set after the user has used the skill/item and the custom CTB amount you want the user to be at after. ‘max’ be the value of the full gauge value. Whatever you set ‘speed’, the user’s CTB speed value will change to that much:

    Here is an example:

    <After CTB Eval>
    speed = user.mp / user.mmp * max;
    </After CTB Eval>
    The above code will set the user’s CTB gauge after using the skill/item to equal the user’s MP ratio. If the user has 25% MP, the CTB gauge will go to 25% full for the user.

    Yanfly Engine Plugins – Battle Engine Extension – Action Sequence Commands

    You can make use of these extra CTB related action sequences.

    CTB ORDER: target, +X
    CTB ORDER: target, -X
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Usable only for CTB. Moves target’s position in the turn order by +x or -x. +x will make the target having to wait more before getting their turn while -x will make the target having to wait less. The effect is minimal and will only last for the current turn cycle. * Note: If you use this for multiple targets, each target will shift turns individually at a time.
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Usage Example: ctb order: target, -2
    ctb order: target, +3

    CTB SPEED: target, X
    CTB SPEED: target, X%
    CTB SPEED: targets, +X
    CTB SPEED: targets, +X%
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Usable only for CTB. Sets the target’s CTB speed to X or X%. This only applies when the target is filling up its CTB gauge. This will not affect the user to prevent mechanical issues.
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Usage Example: ctb speed: targets, +5000
    ctb speed: target, -50%

    Happy RPG Making!
  5. Aurawhisperer said:
    Curious yanfly, are you by any chance planning to create a quest menu/quest log?
    Currently, nothign is planned.

    fragmentedbergyo said:
    I am getting it in this test project as well. The plugin wasn't set up in any specific way. I'm curious if it may be machine-specific?

    Let me know if you see them too.
    Huh, apparently, they added one of my fixes to the newest update of MV's source code so this was causing extra "rounding". I removed my previous fix so this should work: http://yanfly.moe/plugins/en/YEP_CoreEngine.js Let me know if you're still getting it.

    Killuki Zaoldyeck said:
    Will you do this in the future, or should I try find someone that can make a patch for change the display of all your windows? I don't need this feature soon, I can wait even three months if neccessary, I haven't really begun my project yet because first I'm gathering materials and plugins, however I would like to know if you would do it or not in a.... "near future".

    Thank you in advance for the answer.
    For now, it's best to find someone to make a patch. I'm unsure of what my schedule is going to be like in the future. :(
  6. Killuki Zaoldyeck said:
    Will you do this in the future, or should I try find someone that can make a patch for change the display of all your windows? I don't need this feature soon, I can wait even three months if neccessary, I haven't really begun my project yet because first I'm gathering materials and plugins, however I would like to know if you would do it or not in a.... "near future".

    Thank you in advance for the answer.
    well let me know what windows and ill start to work on it, i am currently looking for my next plugin to create
  7. Hey Yanfly!

    Really loving the ctb battlesystem. There is just one thing. For some reason, the icons still linger at the victory aftermath, unlike what's shown in your video. All your plugins are up to date, I just updated them in fact. I also saved the program before I started.

    Is there a way to make them dissipate at the end of the battle? (I do hope I did not miss anything however)
  8. Seems like it was an error I made. Try downloading it again.
  9. Yanfly said:
    Seems like it was an error I made. Try downloading it again.
    It's working fine now. Thank you :)
  10. Yanfly said:
    Huh, apparently, they added one of my fixes to the newest update of MV's source code so this was causing extra "rounding". I removed my previous fix so this should work: http://yanfly.moe/plugins/en/YEP_CoreEngine.js Let me know if you're still getting it.
    Thank you so much for the incredibly speedy help, Yanfly! It works perfectly now. I'm genuinely baffled that nobody caught this before. I really thought I was going mad there for a second.

    Congratulations on the release of the CTB plugin as well! It runs very smoothly so far, good job.

    4 questions though if you'd allow.

    1) I see that by setting the speed at a negative value, the execution of a skill can be delayed. But, is there a way to tag skills so they allow interruptions/interceptions of skills? It's honestly the most interesting aspect of CTB battles and adds a big strategic element to it all. 

    2) Would it be possible to add a visual indicator for the currently active actor and a small indicator for when an actor is charging up a delayed skill? That'd help the player a lot, I believe.

    3) Would it be possible to also add the option to make the turn tracker go from down to up, or rather vertically in general?

    4) Also, a parameter to define the size of the turn tracker icons would do good for people using nonstandard resolutions. 

    Sorry for the extra questions. I'm a huge fan of CTB systems, and this is usually an aspect with a lot of potential that people keep forgetting about.

    Thank you for your time, once again!
  11. MuteDay said:
    well let me know what windows and ill start to work on it, i am currently looking for my next plugin to create
    Well, all Menu and Battle Windows in general, message windows are OK as default because this can be controlled with Yanfly's Message Plugin.

    I made a very quick image example with paint.

    Of course this plugin wouldn't be only for me, but for everyone that uses Yanfly's Plugins aswell, that's why I suggesting several improvements. When making such plugin for the public, the most complete is, the most useful will be for everyone.

    If you need more details or didn't understood something, please send me a PM, I can take some time to answer but will do as soon as possible.

    Thank you in advance :)

    EDIT: Typo on the first line, I meant "the command windows should scroll from left to right when the view is on VERTICAL* mode".

    windows.jpg
  12. fragmentedbergyo said:
    Thank you so much for the incredibly speedy help, Yanfly! It works perfectly now. I'm genuinely baffled that nobody caught this before. I really thought I was going mad there for a second.

    Congratulations on the release of the CTB plugin as well! It runs very smoothly so far, good job.

    3 questions though if you'd allow.

    1) I see that by setting the speed at a negative value, the execution of a skill can be delayed. But, is there a way to tag skills so they allow interruptions/interceptions of skills? It's honestly the most interesting aspect of CTB battles and adds a big strategic element to it all. 

    2) Would it be possible to add a visual indicator for the currently active actor and a small indicator for when an actor is charging up a delayed skill? That'd help the player a lot, I believe.

    3) Would it be possible to also add the option to make the turn tracker go from down to up, or rather vertically in general?

    Sorry for the extra questions. I'm a huge fan of CTB systems, and this is usually an aspect with a lot of potential that people keep forgetting about.

    Thank you for your time, once again!
    I'll consider it.
  13. Killuki Zaoldyeck said:
    Well, all Menu and Battle Windows in general, message windows are OK as default because this can be controlled with Yanfly's Message Plugin.

    I made a very quick image example with paint.

    Of course this plugin wouldn't be only for me, but for everyone that uses Yanfly's Plugins aswell, that's why I suggesting several improvements. When making such plugin for the public, the most complete is, the most useful will be for everyone.

    If you need more details or didn't understood something, please send me a PM, I can take some time to answer but will do as soon as possible.

    Thank you in advance :)

    EDIT: Typo on the first line, I meant "the command windows should scroll from left to right when the view is on VERTICAL* mode".
    Alright, each one will be its own plugin, but it will be after i finish my Options Enhanced plugin
  14. MuteDay said:
    Alright, each one will be its own plugin, but it will be after i finish my Options Enhanced plugin
    I will be waiting patiently for the plugins, Options Enhanced sounds interesting :)

    And I just thought about the icon display, because on vertical view the space is more limited, I thought that would be a good idea if only up to two status icons are shown, but not simply this. All the buff status icons will be displayed one by one in one position, and the debuffs would be displayed also one by one but near the buff icons. I mean for example:

    Time    BUFF DEBUFF

    0.5 s       :)            ;_;

    1.0 s       :D            >:(

    1.5s        B)            :stare:

    2.0s       BD            :headshake:

    2.5 s       :)            ;_;

    ...

    The time frequence should be configurable.

    That's all for now, once you made something, send me a PM and I will give you more suggestions if needed (and if you want to receive more).

    Thank you!
  15. Hey Yanfly, I have a question about the stat buffs through the skill core.

    Will the curve continue normally after he max amount is reached or will it stop there?

    For example, if max attack is 320 at level 99, but the player reached 320 attack at level 80 instead because of buffing his attack through the skill learn core. Will the attack go up on level up or will it be stuck at 320 like the curve dictated?

    I hope that wasn't too confusing. Thank you in advance.
  16. Killuki Zaoldyeck said:
    I will be waiting patiently for the plugins, Options Enhanced sounds interesting :)

    And I just thought about the icon display, because on vertical view the space is more limited, I thought that would be a good idea if only up to two status icons are shown, but not simply this. All the buff status icons will be displayed one by one in one position, and the debuffs would be displayed also one by one but near the buff icons. I mean for example:

    Time    BUFF DEBUFF

    0.5 s       :)            ;_;

    1.0 s       :D            > :(

    1.5s        B)            :stare:

    2.0s       BD            :headshake:

    2.5 s       :)            ;_;

    ...

    The time frequence should be configurable.

    That's all for now, once you made something, send me a PM and I will give you more suggestions if needed (and if you want to receive more).

    Thank you!
    Well can you give your thoughts on my title enhanced please 
  17. Yanfly said:
    I'll consider it.
    Again, very much appreciated.  On second thought, only the interrupt function would be actually interesting. The rest are things the user can easily modify himself as it's just HUD stuff. Apologies about getting carried away there.

    Also, while testing, I've discovered an interesting bug.

    If the Core Script has "Line Height = 12" and "Window Padding = 6" (or similar low values), the turn tracker moves in reverse of how it'd usually behave when the help window pops out.

    This shouldn't be a big problem for most users, but anyone doing a smaller scale retro-game should be feeling the effects.
  18. Hey Yanfly, not sure if I should have posted this in (your) animated enemies beta thread or here, but if you are using that plugin and have an animated enemy who is an actor or whatever, their picture doesn't display properly in the CTB order screen. It's just a blank box. I have the Animated SV enemies option set to true, but still no dice.

    Also, is there a way to increase the turn order portrait size a bit? It's a bit too tiny.
  19. CTB, CTB, CTB, CTB!!! YAY, but at the same time, noooooooo!

    I've got 2 finals on Tuesday and a 15 page literacy analysis paper due the same day!

    Must...resist...Rpg...mak...ohhhh, I like the new notetags for Action sequences.
  20. Darkstar said:
    Hey Yanfly, not sure if I should have posted this in (your) animated enemies beta thread or here, but if you are using that plugin and have an animated enemy who is an actor or whatever, their picture doesn't display properly in the CTB order screen. It's just a blank box. I have the Animated SV enemies option set to true, but still no dice.

    Also, is there a way to increase the turn order portrait size a bit? It's a bit too tiny.
    Try this and let me know if it works for you. http://yanfly.moe/plugins/en/YEP_X_BattleSysCTB.js

    Also, I did happen to add the icon size parameter so you can adjust how big they appear.