Hey yanfly any chance of you adding parameter to change the default party position like instead of the right side, change a setting and they're on the left. A lot of games play actors on the left enemies on the right?
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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Just the state, didn't sound like it needed anything else. Does it?Did you actually give the actor the passive state or did you only have the passive condition inside the state?
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I'll make the empty project this evening, since I am away from my home computer most of the day on weekdays.
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No plans for that currently. MV's source code is pretty much wired to having actors face left and enemies face right so I have no plans on making a plugin for something like that at the time being as it's a bit of work to go through and adjust.Hey yanfly any chance of you adding parameter to change the default party position like instead of the right side, change a setting and they're on the left. A lot of games play actors on the left enemies on the right?
You'll still need to assign the passive state to the actor that is to receive it or else the passive would suddenly apply to everybody that's under that condition.Just the state, didn't sound like it needed anything else. Does it?
Alright.I'll make the empty project this evening, since I am away from my home computer most of the day on weekdays. -
Oh too bad, I've looked into editting the battle system and it gives me headaches lol, I got my in battle swap plugin working and don't wanna touch it again.
...Or my keyboard might get broke into tiny pieces lol.
I hate that they choose to display it backwards lol, in most games I've seen it's the reverse, but oh well at least they gave us an option for side view this time ace and vx sucked hard core because of front battles being default. I never got why they switched from xp and it's default side view. -
Hey yanfly!
I just noticed something with the job points at the victory aftermath.
If a character joins the fight in the middle of it. It will say NaN instead of how much jp the character gets. they still get the jp though. -
Someone already reported this before and it's a conflict with another plugin, to which I believe was a TP plugin.Hey yanfly!
I just noticed something with the job points at the victory aftermath.
If a character joins the fight in the middle of it. It will say NaN instead of how much jp the character gets. they still get the jp though. -
Ah sorry I didn't know.
Although I don't use any TP plugin myself. I can provide a list of plugins if that helps. (90% are your plugins though) -
Try disabling the non-YEP plugins and see if you still get the error.
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I was wondering, (and I hope this hasn't been asked earlier or answered somewhere) but is it possible to switch between CTB and ATB in one project? I have a point in my story when it switches to a second story-line and I love ATB as well as CTB and I really cant choose so the best solution is to use both, one for story-line 1, one for story-line 2! :thumbsup-left: :unsure:
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Indeed, you can, using the plugin commands. :) In fact, all my battle systems can be turned on and off mid-game for another. You can even make your game a Wario-Ware type of RPG where the battle system is something different each time provided you're creative enough to event the plugin commands in seamlessly.I was wondering, (and I hope this hasn't been asked earlier or answered somewhere) but is it possible to switch between CTB and ATB in one project? I have a point in my story when it switches to a second story-line and I love ATB as well as CTB and I really cant choose so the best solution is to use both, one for story-line 1, one for story-line 2! :thumbsup-left: :unsure:
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I disabled everything that is not your plugins and I have them all in the order specified on your website. It still shows NaN when the character joins the party in the middle of the battle. I hope that helped in some way :)
Edit: Also, I was wondering if you can help me with something else. I have this formula a.addState(12) ;a.atk * 1.5 ; and it works fine. My only problem is that if the skill misses, then the state won't be added to the user. Is there a work-around it? Thank you in advance. -
Alright, I'll create some failsafes for it later. Hmmm.
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That is soooooo cool! I'm really annoyed with myself for not seeing that! Thank you Yanfly!!Indeed, you can, using the plugin commands. :) In fact, all my battle systems can be turned on and off mid-game for another. You can even make your game a Wario-Ware type of RPG where the battle system is something different each time provided you're creative enough to event the plugin commands in seamlessly.
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Another question...
The same way I can check the type of skill damage (physical, certain or magical) how can I check the ID of the skill used? :C
And, a Skill Core related, is it possible to force a skill enter in cooldown even if the actor didn't use it?
Let me explain:
I want a skill with 2 uses:
> First use it do X damage to Y enemies, then, for the second use it transforms itself in another skill (I already know how to do it with common events and script calls, don't worry).
It becomes a healing skill, but it enters in cooldown if the actor does not use immediatly in the next turn after the first use. (transforming itself again in the first skill).
I already know how to transforms the skills... I just want something like
(pseudo code below)
If (user didnt use skill(X)) { Skill X enters in cooldown; user forgets skill X; user learns Y }basically: how can I check if the actor took an action if it did, what action it took.
Sorry if this questions are out of the topic's subject T___T -
Hhmm...
may i missing new param that can show the icon...?
Let me see...
And then...
about the eval..
may i know how to check enemy/target hp
that below 25% can do instant kill? (For skill)
Thank you... -
if it's in formulae box you can write:may i know how to check enemy/target hp
that below 25% can do instant kill? (For skill)
Thank you...
dmg = normal formula; if (b.hp / b.mhp <= 0.25 ) { b.mhp } else { dmg }basically: if it's below 25% HP the skill will deal damage equal to it's max HP (you can use 99999999, an "infinite damage"), else, it'll deal normal damage. -
Two more things I'm interested in knowing about:
- For Message Core with a smaller message width, how may move the box to one corner?
- For Status Core, I just want the general section to display experience required and experience needed.
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Okay, that is kind of what I figured was happening, but I was not positive. That is music to my ears. :D I can't wait until you get around to it. In the mean time the party formation plugin will be a good placeholder.When new characters are added in, they start at 0 speed, so in almost all cases, they will be last in line. If you're trying to mimick the FFX party switching system, this one won't quite cut it and you'll be looking for an individual party member-tagging system, which I'll make in the future. :)
Currently, there isn't one yet. -
Thanks, I'll keep this in mind. Kirisoe's extension plugin for Skill Core also works well http://forums.rpgmakerweb.com/index.php?/topic/49233-yanflys-skill-core-lunatic-tags/#entry517696Before occurs before hit calculation. Hit calculation is done separately (and not altered by Skill Core). What I suggest you do instead, is rather than changing if the skill hits or misses, to change the amount healed in regards to the actor's MP.
Assuming you're using the Damage Core plugin, you can use the following notetag:
<Damage Formula>if (b.mp >= 100) { value = b.luk * b.level + a.mat; b.gainMp(-100);} else { value = 0;}</Damage Formula>