[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 40 of 309 View original ↗
  1. It worked now, thank you!

    I'll report back to you if I encounter it again because as I said it occurs rather randomly.

    My enemies all have at least 1 action in the action box, for the rest of their actions I use your AI Core Plugin.
  2. I was wondering if this could be resolved using one of your plugins yanfly.

    I have this heal with is light elemental and I noticed that if I use it to heal someone that is resistant to light, it would be greatly diminished.That in my opinion doesn't make much sense. Is there a way to do the reverse? As in it heals more the more you actually resist the element.

    Thanks in advance!
  3. Yanfly said:
    Huh, that's strange. I inserted those values and got 0 at the end. What other plugins are you using?
    I use only your plugins except for two and in fact the problem is the TPUpgrade of SumRndmDde. I don't understand why.

    Sorry for disturbing, Yanfly :(

    I surrender to the fact that I have to wait your TP Plugin ;)
  4. Myst Desdemona said:
    I was wondering if this could be resolved using one of your plugins yanfly.

    I have this heal with is light elemental and I noticed that if I use it to heal someone that is resistant to light, it would be greatly diminished.That in my opinion doesn't make much sense. Is there a way to do the reverse? As in it heals more the more you actually resist the element.

    Thanks in advance!
    You can add the following lines in the Damage Core after step 5 (assuming you haven't touched anything above that).

    Line 6: if (baseDamage < 0) {Line 7: value /= this.calcElementRate(target);Line 8: value *= Math.max(0, 2.0 - this.calcElementRate(target));Line 9: }This way, if your hero has 50% Light rate, your hero will receive 150% from Light heals. If your hero has 0% Light rate, your hero receives 0% from Light heals. On the flip side, if your hero is weak to light, your hero at 200% rate, your hero will receive 0% heal from Light.

    CyndaBytes said:
    I use only your plugins except for two and in fact the problem is the TPUpgrade of SumRndmDde. I don't understand why.

    Sorry for disturbing, Yanfly :(

    I surrender to the fact that I have to wait your TP Plugin ;)
    Huh, that's odd. I wonder why it's causing that problem... o_O
  5. Yanfly said:
    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.
    That clears up a lot of things for me. Thank you.

    And regarding the values set in the parameters of the plugin, they work great. My game does in fact have very low numbers for most of the parameters, including agility. Your CTB system worked great where actors with double the AGI were getting double the turns. Thanks again! :)
  6. Yanfly said:
    You can add the following lines in the Damage Core after step 5 (assuming you haven't touched anything above that).

    Line 6: if (baseDamage < 0) {Line 7: value /= this.calcElementRate(target);Line 8: value *= Math.max(0, 2.0 - this.calcElementRate(target));Line 9: }This way, if your hero has 50% Light rate, your hero will receive 150% from Light heals. If your hero has 0% Light rate, your hero receives 0% from Light heals. On the flip side, if your hero is weak to light, your hero at 200% rate, your hero will receive 0% heal from Light.
    Worked like a charm. Thank you :D

    I hate to pester you more but I wanted to ask about the status menu core, more specifically how to add more commands. I placed the new plugin under it and put the name to be the same. The thing, if i put it over it, then the status menu would show up like normal. However, if I put it under it, then that plugin will be the only thing that shows up in the status menu.

    I'm trying to add JahwsUF's menu (More specifically the profile part only) but as you can see, I'm hopeless with this sort of thing xD

    Edit: I just thought about something else. Do you think it might be possible in the future to add the ability to press the icons of the CTB battlesystem to choose your target? It would make it easier choosing what to kill or halt if it is a lot of enemies.
  7. Kest said:
    At the moment it's around 5-20

    Thanks!
    If it's going to remain like that for the entirity of the game, I'd recommend setting the maximum speed to a flat 4000.

    Turn values would be best set at a flat 800 ticks.
  8. Status Menu Core >> Battle Statistics

    Features and How to Use




    Ever wanted to log the battle statistics of your actors over the course of the entire gameplay? Well, now you can! This bonus plugin requires the Status Menu Core plugin.

    Plugin: http://yanfly.moe/2015/12/06/yep-39-battle-statistics/

    Instructions

    Spoiler
    Introduction

    This plugin requires YEP_StatusMenuCore. Make sure this plugin is located under YEP_StatusMenuCore in the plugin list.

    If you wish to place the Battle Statistics tab in the Status Menu in a specific spot, place ‘Statistics’ without the quotes in the Status Menu Core’s Command Order parameter. If it’s not present there, it will automatically order itself in the ‘Custom’ tab.

    Instructions

    This plugin is plug-and-play. All battle information will be recorded in the Battle Statistics tab. The information will be as follows:

    Battles Initiated
    How many battles the actor was present in the starting party and what ratio.

    Kills/Deaths/Assists
    Displays information about how many kills, deaths, and assists performed by the actor overall. Kills rise when the actor defeats an enemy. Deaths rise if the actor falls in battle. Assists rise if the actor is present during an enemy kill.

    Damage Dealt
    Total amount of damage dealt by the actor over the course of the game.

    Damage Taken
    Total amount of damage taken by the actor over the course of the game.

    Healing Dealt
    Total amount of healing dealt by the actor over the course of the game.

    Healing Taken
    Total amount of healing taken by the actor over the course of the game.

    Happy RPG Making!

     
  9. Hey!

    I want to make a passive state with the following desc:

    > When there's one ally with low HP (30% or less), the user will be granted with a massive boost of AGI

    It's for a Healer class, that will help it to heal allies (it has a low AGI base), so it acts last (I'm using CTB System)

    I tried and tried, and read the custom passive condition, but I didn't get anything <_<
  10. Oh, nice! Does it even saves the deaths, when there was a game over? 
  11. gotnovicks said:
    Hey!

    I want to make a passive state with the following desc:

    > When there's one ally with low HP (30% or less), the user will be granted with a massive boost of AGI

    It's for a Healer class, that will help it to heal allies (it has a low AGI base), so it acts last (I'm using CTB System)

    I tried and tried, and read the custom passive condition, but I didn't get anything <_<
    The lower than 30% HP, is that for the user or non-user?

    Shiroi Akuma said:
    Oh, nice! Does it even saves the deaths, when there was a game over? 
    If it reaches the title screen, sadly no, because the $gameActors data gets reset at that point. :( Otherwise, it does!
  12. Yanfly said:
    The lower than 30% HP, is that for the user or non-user?
    The lower than 30% HP is for every other actor except the user. "If/while there's an ally with 30% or less HP, adds a massive AGI buff to the user".

    For reference, I'm using Soraka's passive "Salvation". She gains a massive moviment speed boost while running towards an ally with low HP.

    (fun fact: I just realized that 90% of things in my game are inspired in League of Legends, pls someone save me from this MOBA from hell ;- ;)
  13. I'm going to warn you, depending on what other plugins you're using, this may or may not work out the way you want and it may have a lot of potential lag:

    Code:
    condition = false;for (var i = 0; i < $gameParty.aliveMembers().length; ++i) {  var member = $gameParty.aliveMembers()[i];  if (!member) continue;  if (member === user) continue;  if (member.hpRate() <= 0.3) condition = true;}
  14. Yanfly said:
    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?
    False alarm! It was a broken formula returning ZERO for Base Armor... BD

    /facepalm
  15. Yanfly said:
    I'm going to warn you, depending on what other plugins you're using, this may or may not work out the way you want and it may have a lot of potential lag:

    condition = false;for (var i = 0; i < $gameParty.aliveMembers().length; ++i) { var member = $gameParty.aliveMembers(); if (!member) continue; if (member === user) continue; if (member.hpRate() <= 0.3) condition = true;}


    Thx, it worked!

    I'm only using a few plugins (most of yours hahah) and i don't plan to make battles with a lot of actors... ^^

    just one more question (I promise this is the last one... for today): I want to make a skill heals the user only if he has another specific skill.

    Something like...

    <Post-Damage Eval>var cure = 500 //just symbolicif (a.isSkillLearned(id)) { a.gainHP(cure) }</Post-Damage Eval>I tried isSkillLearned but I guess it's not a valid function (it didn't work xD)
  16. gotnovicks said:
    I tried isSkillLearned but I guess it's not a valid function (it didn't work xD)
    Try a.isLearnedSkill(id) ;)
  17. kiriseo said:
    Try a.isLearnedSkill(id) ;)
    still giving me "undefined is not a function" :/
  18. Loving the CTB update. Anyway, I found a bug in Equip Core:

    1. Have two pieces of equipment a character can wear in the same slot (say, armor). Have exactly one of each: Armor1, and Armor2.

    2. Equip the weaker one (the one Optimize will not equip, Armor1 in this case).

    3. Select Optimize (which will swap it for Armor2.)

    4. Change that slot (armor) again.

    You'll see the item you have equipped (Armor2), not the one in your inventory (Armor1).

    You get similar results with "Remove All".

    I am not using independent items, if it matters.

    I don't think it was duplicating or erasing any equipment.

    Also, I had a "charge" status I wanted to last for one turn (charge up your attack power on turn 1, attack on turn 2... or charge up even more for a "charge x2" status). Under CTB, it wears off almost immediately, before I can take advantage of its presence. Is there some good way to handle this?
  19. gotnovicks said:
    still giving me "undefined is not a function" :/
    can you post the error log?