[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 58 of 309 View original ↗
  1. Hey Yanfly!

    Is it possible to make the skill item drop condition the other way around?

    For example, If killer bee uses poison sting, then you get 20% chance to drop a stinger.

    Just to clarify, you have a chance to get a drop if the enemy uses a skill and not you.

    Also, would this work with drop increases? (I believe the default in MV is like double drop rate or something in the special flag thing)
  2. My problem IS

    TypeError: Cannot read property 'forEach' of underfined

    at Window_Victorydrop.extractDrops

    at Window_VictoryDrp.makeItemList

    at Window_VictoryDrop.Window_ItemList.refresh

    at Window_victoryDrop.initalize

    at new Window_victoryDrop

    at Scene_battle.createVictoryDrops

    at Scene_Battle.updateVictorySteps

    at Scene_Battle.updateVictoryAftermath

    at Scenc_Battle.update 2015-12-19 09_52_15-Capture.png

    i DON'T KNOW HOW TO DO I UPDATE ALL PLUGIN

    Can you guys help please,Thank you I'm new for RPG Maker MV.
  3. Myst Desdemona said:
    Hey Yanfly!

    Is it possible to make the skill item drop condition the other way around?

    For example, If killer bee uses poison sting, then you get 20% chance to drop a stinger.

    Just to clarify, you have a chance to get a drop if the enemy uses a skill and not you.

    Also, would this work with drop increases? (I believe the default in MV is like double drop rate or something in the special flag thing)
    You need to think outside the box for this one. When Poison Sting is used, make it raise a variable. Then do a conditional check for the variable value.

    Dusadee said:
    My problem IS

    TypeError: Cannot read property 'forEach' of underfined

    at Window_Victorydrop.extractDrops

    at Window_VictoryDrp.makeItemList

    at Window_VictoryDrop.Window_ItemList.refresh

    at Window_victoryDrop.initalize

    at new Window_victoryDrop

    at Scene_battle.createVictoryDrops

    at Scene_Battle.updateVictorySteps

    at Scene_Battle.updateVictoryAftermath

    at Scenc_Battle.update 

    i DON'T KNOW HOW TO DO I UPDATE ALL PLUGIN

    Can you guys help please,Thank you I'm new for RPG Maker MV.
    Learn how to update the plugins here: http://yanfly.moe/yep/changelog/

    This thread and my website has links all over to show you how to update plugins.

    And the most reason for that error message is because you have a conflicting plugin. If you don't think that's the case:

    1. Download all the newest updates of the plugin.

    2. Create a new project.

    3. Install -only- the affected plugins.

    4. Recreate the error.

    5. Upload the project online (do -not- deploy it).

    6. Post the link here and I'll take a look at it.

     

    Thanks for helping!
  4. Yanfly said:
    Extra Enemy Drops
    Yay! This plugin seemed so minor as an option on the plugin polls, but actually its really really cool!

    Its so useful and can even be used for unique, awesome quests AND for hidden weapons that can only be got in a way that a random NPC says, for example Old Man says "The legendary blade can be got by freezing the ultra slime" and that's how you get the legendary sword!

    Such an overlooked plugin but such an amazing one at the same time!
  5. Conditional drops really added something that unique RPGs like Eterian Odyssey have that we never had the possibility of incorporating before.  Thank you for adding it to the extra drop system.  Now the minor monsters can have some flavor too and incentive to revisit.  
  6. When using Gab Window, and when a queue is active, and you use the "Formation" command in the battle menu, the queue is canceled... Is this meant to happen?
  7. I'm impressed by how much spice you poured onto this simple plugin! Well done Yanfly!  :)  This plugin allows for much better flexibility and creativity when it comes to drops!

    Now I don't remember spotting anything of the sort in the video or the help files, but are nested conditions possible in the current version? If not, they could add another layer of drop shenanigans for developers to play with!  ;)

    @Kloe: Is the Gab Window below Party System in the plugin list? It might be what causes that behavior. Place it below Party System, save the project and test to see if it persists.
  8. @Vegnarus: Nope, I tried that and it still doesn't work... Hmm... I wonder what causes that? :unsure:
  9. Kloe said:
    @Vegnarus: Nope, I tried that and it still doesn't work... Hmm... I wonder what causes that? :unsure:
    If it's not a bug caused by the ordering of the plugins, then I guess Yanfly will have to chime in and find the cause! If you're using battle system add-ons (ATB, CTB etc.) make sure that both the Party System and the Gab Window are below them. And generally, try and have your plugins in the recommended order shown here to avoid having crazy bugs pop up: http://yanfly.moe/yep/

    I personally made a text-only list which I update when a new plugin comes out just to be able to quickly know where to place each one if I start using them.
  10. Working now Thank you very much yanfly  :D   :guffaw: I love your plugin   :rwink:
  11. Kloe said:
    When using Gab Window, and when a queue is active, and you use the "Formation" command in the battle menu, the queue is canceled... Is this meant to happen?
    Not meant to happen, but I should get this fixed by tonight. :)
  12. For some reason, in ExtraEnemyDrops your

    <Item x: y%>

    <Weapon x: y%>

    <Armor x: y%>

    Tags don't do anything. I've tried all three, and nothing. (I turned off all other plugins I could).

    Everything else I've tried works just fine.

    **IT looks like they should be <Drop Item x: y%> according to your code? You might want to change that in the Help text :p
  13. Ah woops. You're right. I'll get that fixed.
  14. Hello there Yanfly! I have a small request for the Skill Learn Plug-in. Is there any chance that you could implement an optional "Confirm" option when buying an ability?

    If a player accidentally hits enter when hovering over an ability they're looking at, they could buy it even if they don't want it. My game will feature an auto-save mechanic, 

    so I would like to avoid potentially "ruining" a player's save file.

    Pretty please with cherries or whatever topping you like on top! :D
  15. Alright...I hope I'm in the right place for doing this kind of thing.  Yanfly did say to report bugs (I assume also errors) involving his plugins on this thread?

    Right now, I'm using only Yanfly's plugins, since I've had a relatively decent amount of success after learning how to use them at a basic level.  Some, however, just

    don't want to behave themselves...here's the errors, the plugins involved, and also the debug log of the errors in the Developer Tools window.

    ==========

    Error log for "Failed to load GameFont"

    ==

    Problem happens with YEP_ItemCore
                         YEP_X_SkillCooldowns
                         YEP_X_SkillCostItems
                         YEP_DamageCore
                         YEP_InstantCast
                         YEP_AutoPassiveStates                    
                         YEP_Taunt
                         YEP_Subclass -- This makes two errors I've seen caused by this plugin?!
                        
                         -The curious thing is that NONE of these plugins are relevant to the
                         error itself.  NONE OF THEM.  Not even in the error log.
                        
    rpg_managers.js:1618 Error: Failed to load GameFont
        at Scene_Boot.isGameFontLoaded (rpg_scenes.js:195)
        at Scene_Boot.isReady (rpg_scenes.js:183)
        at Function.SceneManager.updateScene (rpg_managers.js:1667)
        at Function.SceneManager.updateMain (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_CoreEngine.js:808)
        at Function.SceneManager.update (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_CoreEngine.js:797)
        
    ==

    Error log for TypeError: Cannot read property 'learnings' of null

    ==

    Problem happens with YEP_ClassChangeCore -- (sort of.  The Core works by itself just fine...)
                         YEP_Subclass
                        
                         -This is bothersome.  I just generically loaded these two plugins, since
                         most of Yanfly's stuff tends to work right out of the box and is also
                         designed to mesh perfectly with each other in order to empower our options
                         in making games with RPGMaker.
                         So...why am I having this problem?

    rpg_managers.js:1618 TypeError: Cannot read property 'learnings' of null
        at Game_Actor.updateLearnedSkills (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_ClassChangeCore.js:480)
        at Game_Actor.updateUnlockedClassSkills (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_ClassChangeCore.js:475)
        at Game_Actor.refresh (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_ClassChangeCore.js:430)
        at Game_Actor.refresh (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_BattleEngineCore.js:3265)
        at Game_Actor.unlockClass (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_ClassChangeCore.js:447)
        at Game_Actor.setSubclass (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_X_Subclass.js:676)
        at Game_Actor.initSubclasses (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_X_Subclass.js:646)
        at Game_Actor.subclass (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_X_Subclass.js:651)
        at Game_Actor.subclassParamBase (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_X_Subclass.js:696)
        at Game_Actor.paramBase (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_X_Subclass.js:691)
  16. Prizm Daystar said:
    Alright...I hope I'm in the right place for doing this kind of thing. Yanfly did say to report bugs (I assume also errors) involving his plugins on this thread?

    Right now, I'm using only Yanfly's plugins, since I've had a relatively decent amount of success after learning how to use them at a basic level. Some, however, just

    don't want to behave themselves...here's the errors, the plugins involved, and also the debug log of the errors in the Developer Tools window.

    ==========

    Error log for "Failed to load GameFont"

    ==

    Problem happens with YEP_ItemCore

    YEP_X_SkillCooldowns

    YEP_X_SkillCostItems

    YEP_DamageCore

    YEP_InstantCast

    YEP_AutoPassiveStates

    YEP_Taunt

    YEP_Subclass -- This makes two errors I've seen caused by this plugin?!

    -The curious thing is that NONE of these plugins are relevant to the

    error itself. NONE OF THEM. Not even in the error log.

    rpg_managers.js:1618 Error: Failed to load GameFont

    at Scene_Boot.isGameFontLoaded (rpg_scenes.js:195)

    at Scene_Boot.isReady (rpg_scenes.js:183)

    at Function.SceneManager.updateScene (rpg_managers.js:1667)

    at Function.SceneManager.updateMain (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_CoreEngine.js:808)

    at Function.SceneManager.update (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_CoreEngine.js:797)

    ==

    Error log for TypeError: Cannot read property 'learnings' of null

    ==

    Problem happens with YEP_ClassChangeCore -- (sort of. The Core works by itself just fine...)

    YEP_Subclass

    -This is bothersome. I just generically loaded these two plugins, since

    most of Yanfly's stuff tends to work right out of the box and is also

    designed to mesh perfectly with each other in order to empower our options

    in making games with RPGMaker.

    So...why am I having this problem?

    rpg_managers.js:1618 TypeError: Cannot read property 'learnings' of null

    at Game_Actor.updateLearnedSkills (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_ClassChangeCore.js:480)

    at Game_Actor.updateUnlockedClassSkills (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_ClassChangeCore.js:475)

    at Game_Actor.refresh (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_ClassChangeCore.js:430)

    at Game_Actor.refresh (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_BattleEngineCore.js:3265)

    at Game_Actor.unlockClass (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_ClassChangeCore.js:447)

    at Game_Actor.setSubclass (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_X_Subclass.js:676)

    at Game_Actor.initSubclasses (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_X_Subclass.js:646)

    at Game_Actor.subclass (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_X_Subclass.js:651)

    at Game_Actor.subclassParamBase (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_X_Subclass.js:696)

    at Game_Actor.paramBase (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_X_Subclass.js:691)
    I'm no js expert, but lemme try to help a bit here while waiting for Yanfly to respond to your report.

    Assuming you are using only Yanfly Engine Plugins,

    - are all of your plug-ins up to date? There are very frequent plugin updates. You can check here for the latest updates:

    http://yanfly.moe/yep/changelog/

    - have you placed them in the recommended order? Because the plugins order do matter. You can see the recommended placement order here:

    http://yanfly.moe/yep/

    Hope these help in some way! :)
  17. I'm running into the infinite actions issue with instant cast, to avoid this I want to add a state to the actor if they instant cast something that will disable instant cast for that turn.

    Code:
    <Instant Eval>if (user.isState(74)) instant = false;if (user.mmp >= 200) instant = true;user.addState(74);</Instant Eval>// I'm not super familiar with javascript syntax so I've done something wrong// and it crashes the game with an undefined function error
  18. Why not just add a cooldown to it using Yanfly's cooldown plugin?
  19. Fernyfer775 said:
    Why not just add a cooldown to it using Yanfly's cooldown plugin?
    I am intending to make many low level skills instant cast after the player powers up to a super sayian mode of sorts. This means I'll have multiple skills all with instant cast available, the player could cycle through them and have psuedo infinite turns even if I add a cool down. To avoid this (not just spamming one skill, but cycling through many) I want to apply a state and have my instant cast skills eval to false once they have cast any instant cast skill that turn.

    Also the skills in question don't have cool downs as part of their appeal, the higher level skills all have cool downs.

    *edit*

    I've adjusted it to this, it no longer crashes (isState is now isStateAffected, I'm used to Ace)

    <Instant Eval>if (user.isStateAffected(74)) instant = false;if (user.mmp >= 200) instant = true;</Instant Eval><finish action>add state 74: user</finish action> However it does not stop the infinite skill spam.

    *second edit*

    Clearly that won't stop the skill spam, I need an else if clause for the second if, how do I do that in javascript?

    *third edit*

    ok I've got ti working. Incase someone else could want this type of code here it is:

    Code:
    <Instant Eval>if (user.isStateAffected(74)) instant = false;else if (user.mmp >= 200) instant = true;</Instant Eval><finish action>add state 74: user</finish action>
  20. Yay! The newest update of Gab Window is super duper cool! Thank you Yanfly!

    Also is it meant to say Yanfly Engine Plugins - Template at the top of Gab Windows? It seems a bit odd...

    EDIT: I updated it and checked the parameters and all that, but "GabSwitch x" doesn't work for me... In particular the command I'm using is



    Spoiler
    GabText Test!
    GabActor 1
    GabSwitch 28
    ShowGab

    But what happens is that the Gab happens and it works BUT the switch isnt flipped for some reason... Does this happen for anyone else or have I done it wrong?