[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 39 of 309 View original ↗
  1. CTB is messing up battle event processing.

    jYNBZlR.png

    This message only prints out once per turn in DTB, but in CTB it spams the messages. Turn Ending seems to be constantly happening!? 
  2. Now you've got me torn between ATB and CTB! Gotta say I love your plugins. Eagerly awaiting the official release of animated enemies, (curious if you had a chance to look at the random attack motion issue I had?) and interested in the reveal of the wonderful artist who made the slime. :)
  3. Kest said:
    CTB is messing up battle event processing.

    jYNBZlR.png

    This message only prints out once per turn in DTB, but in CTB it spams the messages. Turn Ending seems to be constantly happening!? 
    Most likely, you have battlers with low AGI and using the default settings. You'll have to adjust the turn structure to better accomodate when turns are considered ended:

    MQAl2FG.jpg

    iipjTfO.jpg

    ksart said:
    Now you've got me torn between ATB and CTB! Gotta say I love your plugins. Eagerly awaiting the official release of animated enemies, (curious if you had a chance to look at the random attack motion issue I had?) and interested in the reveal of the wonderful artist who made the slime. :)
    Yeah, that should have been resolved. :) And he'll be making his appearance shortly<3
  4. Hey Yanfly! Another great plugin :) I'm having a small issue. I have the Y position for the turn display set to 378, but when I got to the skills window, it jumps back to the default 54.

    I am using this plugin http://forums.rpgmakerweb.com/index.php?/topic/48566-mcsundaes-enhanced-battle-system-pretty-gauges-faces-different-window-styles-borders/ which works perfectly until I select Skill or Item. I understand this may be to show how selecting that skill will change the turn order, but being able to customize where it jumps too would be awesome!

    Thank you as always!!
  5. VHStapes said:
    Hey Yanfly! Another great plugin :) I'm having a small issue. I have the Y position for the turn display set to 378, but when I got to the skills window, it jumps back to the default 54.

    I am using this plugin http://forums.rpgmakerweb.com/index.php?/topic/48566-mcsundaes-enhanced-battle-system-pretty-gauges-faces-different-window-styles-borders/ which works perfectly until I select Skill or Item. I understand this may be to show how selecting that skill will change the turn order, but being able to customize where it jumps too would be awesome!

    Thank you as always!!
    Interesting. Try this: http://yanfly.moe/plugins/en/YEP_X_BattleSysCTB.js See if that fixes it for you.
  6. Nice seeing the CTB. I'm assuming FTB is the next battle system up. That's the one I've been waiting for. Do you plan on making it eventually?
  7. Yanfly said:
    Most likely, you have battlers with low AGI and using the default settings. You'll have to adjust the turn structure to better accomodate when turns are considered ended:


    MQAl2FGm.jpg iipjTfOm.jpg
    How do I determine what is an appropriate turn structure for low AGI battlers? These Turns were ending one after another, with no pause in between. The battlers never even got to act.
  8. I would recommend experimenting by reducing the the Full Gauge value and increasing the Full Turn values.
  9. Thanks, I'll check it out.

    Also, you have an option in YEP_JobPoints to disable them from appearing in Victory Aftermath. Could you do the same for default rewards, so this doesn't happen?

    FOuNTSj.png
  10. Yanfly, should Armor Scaling apply to all actions that deal damage? (Unless the action has the Bypass Armor Scaling note tag)

    Because I am looking at a clean project (only your plugins) where Armor Scaling isn't being applied at all and I am totally confused as to why.

    15_1205_armorScaling_issue_1.PNG
  11. Yanfly said:
    I would recommend experimenting by reducing the the Full Gauge value and increasing the Full Turn values.
    This just isn't working. I don't understand the math behind it, and none of the values I've entered result in a CTB turn ending only after all battlers have acted. It's either 3-4 turns right in a row or no turns at all    :stare:
  12. Hi Yanfly, is there a way to configure the CTB system so it's like Yami's TBB: Each actor can only act once per turn, and the turn is increased after every movable actor acts? If it's not possible, do you ever see yourself making a battle system like that?
  13. I sometimes get this error when it's the enemy's turn to act.

  14. Kest said:
    Thanks, I'll check it out.

    Also, you have an option in YEP_JobPoints to disable them from appearing in Victory Aftermath. Could you do the same for default rewards, so this doesn't happen?

    FOuNTSj.png
    Sure, I can add in that option. http://yanfly.moe/plugins/en/YEP_JobPoints.js

    Roguedeus said:
    Yanfly, should Armor Scaling apply to all actions that deal damage? (Unless the action has the Bypass Armor Scaling note tag)

    Because I am looking at a clean project (only your plugins) where Armor Scaling isn't being applied at all and I am totally confused as to why.

    attachicon.gif15_1205_armorScaling_issue_1.PNG
    Huh. Do you have the Damage Core installed too? If you do, can you upload it online (don't deployt it) and link it here for me to see?

    Kest said:
    This just isn't working. I don't understand the math behind it, and none of the values I've entered result in a CTB turn ending only after all battlers have acted. It's either 3-4 turns right in a row or no turns at all    :stare:
    What's the average AGI your actors and enemies have? It would probably be easier for me to gauge the values for you. :)

    lolaccount said:
    Hi Yanfly, is there a way to configure the CTB system so it's like Yami's TBB: Each actor can only act once per turn, and the turn is increased after every movable actor acts? If it's not possible, do you ever see yourself making a battle system like that?
    The turn count system is different in that regards because CTB is a tick-based battle system. There's no bounds on how many times an actor can act in a single "turn". However, I do have plans on making a Rotation Turn Battle system. It'll be basically DTB without all the initial input and wait for the turn to start. Instead, it'll be turn starts, input as per the turn order, and perform an action there.

    Luxanna said:
    I sometimes get this error when it's the enemy's turn to act.

    o32ljsao.png
    I'm guessing you have a battler that doesn't have any actions...? Anyway, try this and lemme know if it works: http://yanfly.moe/plugins/en/YEP_X_BattleSysCTB.js
  15. Yanfly said:
    The turn count system is different in that regards because CTB is a tick-based battle system. There's no bounds on how many times an actor can act in a single "turn". However, I do have plans on making a Rotation Turn Battle system. It'll be basically DTB without all the initial input and wait for the turn to start. Instead, it'll be turn starts, input as per the turn order, and perform an action there.
    That's fantastic, I can't wait!! :D
  16. Maybe these questions can help clear things up for me and the rest of the gang. 

    1. Aside from just counting turns, what effect does a Full Turn count actually have on the battle system? My understanding of a CTB system was that each time an actor's turn is up, that in itself is a turn count for each individual actor.
       
    2. The Full Gauge formula. Can we simplify it like Final Fantasy Tactics? Basically, each tick is the battler's gauge going up by an amount equal to their speed, until the meter reaches 100. 
  17. thechancellor said:
    Maybe these questions can help clear things up for me and the rest of the gang. 

    1. Aside from just counting turns, what effect does a Full Turn count actually have on the battle system? My understanding of a CTB system was that each time an actor's turn is up, that in itself is a turn count for each individual actor.
    2. The Full Gauge formula. Can we simplify it like Final Fantasy Tactics? Basically, each tick is the battler's gauge going up by an amount equal to their speed, until the meter reaches 100. 
    1. The Full Turn Count is to increase the battle turns for events and such that are scheduled to occur at specific turns.

    2. You can! All you'd have to do is just change the formula amount to a flat 100. Although I personally don't recommend 100 unless you have actors and enemies with very very low AGI.
  18. I have an issue.
    In Victory Aftermath, JP display NaN but actors obtain them.
    In my game, I set only enemies give JP with the notetags.
    In JP plugin option, I put 0 in place of the formula (because i don't need it) in Jp Action, Jp Level and Jp Enemy.
     
  19. CyndaBytes said:
    I have an issue.

    In Victory Aftermath, JP display NaN but actors obtain them.

    In my game, I set only enemies give JP with the notetags.

    In JP plugin option, I put 0 in place of the formula (because i don't need it) in Jp Action, Jp Level and Jp Enemy.
    Huh, that's strange. I inserted those values and got 0 at the end. What other plugins are you using?