[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 67 of 309 View original ↗
  1. Val said:
    Bad news, I tried many notetag on my skill

    <ATB Speed: -1500%>

    <ATB Gauge: -9000>

    <ATB Gauge: -5000%>

    <Speed: -3000%>

    <ATB Charge: -500%>

    I tried to drop the speed of invocation -2000

    Tried to turn to false the rubberbanding of the ATB and nop :( I can't have an attack that take like more then 3-4 seconds to charge.

    Is there other param I should look into the ATB Plugins? Because If I try to higher the value for the charge, everything is slower. But I just want to create an attack that take like 1 minute to charge.

    is this a bug? or another param I don't understand.

    Thank for all your help!  
    The thing with charge times is, you're going to need a very large drop in speed to have a long cast time. Something towards <Speed: -40000> even.
  2. I'm trying to write a plugin for an RTB battle system that is exactly the same as the default except actions are done instantly and input order is sorted by agility (rather than every actor always being able to input a command sequentially one after the other like in default).

    It might be too much, but could I ask for any tips on how to do it?
  3. I'm sorry if I've missed the answer to this question.

    I was wondering, is it possible to gain Job Points via a Menu Item? I've tried creating one with the tag <JP Gain: 20> but it won't work. If the scope is set to "The User" it won't let me select the actor, and if the scope is set to "none" it simply consumes the item without increasing JP.
  4. Yanfly said:
    The thing with charge times is, you're going to need a very large drop in speed to have a long cast time. Something towards <Speed: -40000> even.
    Ok with crazy crazy value like -500 000 I have the feeling I wanted! Thx for your help :) Game is going great I hope you will get the chance to test it someday and see how your incredible work can do great thing :D
  5. Here's a little extension I wrote for Yanfly's Event Chase Player. It overrides the function for testing whether the event can see the player. The difference is that the extension tests whether there are passable tiles in event's line of sight. For example, if there is a wall between the event and the player, the event would not be able to "see" the player and thus not start their chase/fleeing. It only works horizontally and vertically, not diagonal. It is good if you want the player to be able to hide behind walls or other unpassable tiles to avoid the event from chasing or running away.

    Spoiler
    (function () {    Game_Event.prototype.canSeePlayer = function () {        var foundLineOfSight = false;        var foundSightBlock = false;        var testX = 0;        var testY = 0;        if (!this._seePlayer)            return false;        var sx = this.deltaXFrom($gamePlayer.x);        var sy = this.deltaYFrom($gamePlayer.y);        if (Math.abs(sx) > Math.abs(sy)) {            var direction = (sx > 0) ? 4 : 6;        } else {            var direction = (sy > 0) ? 8 : 2;        }        // test if player to the immediate right or left of the event        // and the event is facing up or down        if (this.direction() === 2 || this.direction() === 8) {            if (this.y === $gamePlayer.y && Math.abs(this.x - $gamePlayer.x) <= 1) {                this._alertLock = this._sightLock;                return true;            }        }        // test if player is the immediate top or bottom of event and event        // is facing left or right        else if (this.direction() === 6 || this.direction() === 4) {            if (this.x === $gamePlayer.x && Math.abs(this.y - $gamePlayer.y) <= 1) {                this._alertLock = this._sightLock;                return true;            }        }        // if the event isn't facing in the direction of the player and failed        //  the above tests        if (direction !== this.direction()) {            return false;        }        if (this.x === $gamePlayer.x) {            for (var i = 1; i < Math.abs(this.y - $gamePlayer.y); i++) {                testY = this.direction() === 8 ? this.y - i : this.y + i;                if (!$gameMap.isPassable(this.x, testY, this.direction())) {                    foundSightBlock = true;                }            }        }        else if (this.y === $gamePlayer.y) {            for (var i = 1; i < Math.abs(this.x - $gamePlayer.x); i++) {                testX = this.direction() === 4 ? this.x - i : this.x + i;                if (!$gameMap.isPassable(testX, this.y, this.direction())) {                    foundSightBlock = true;                }            }        }        else {            return false;        }        if (!foundSightBlock) {            this._alertLock = this._sightLock;            return true;        }        return false;    };})();
    Terms of Use: Credit Yanfly for the original script, credit me for the extension
  6. DreamX said:
    I'm trying to write a plugin for an RTB battle system that is exactly the same as the default except actions are done instantly and input order is sorted by agility (rather than every actor always being able to input a command sequentially one after the other like in default).

    It might be too much, but could I ask for any tips on how to do it?
    Oh man. Battle system tips are amongst the hardest to give out because of the actual structure of the battle engine for MV. x_x If anything, I'd recommend poking around the CTB plugin to see how I did it.

    RCR said:
    I'm sorry if I've missed the answer to this question.

    I was wondering, is it possible to gain Job Points via a Menu Item? I've tried creating one with the tag <JP Gain: 20> but it won't work. If the scope is set to "The User" it won't let me select the actor, and if the scope is set to "none" it simply consumes the item without increasing JP.
    Yeah, it's possible. :) The <Target JP Gain: x> notetag is strictly for that.

    Val said:
    Ok with crazy crazy value like -500 000 I have the feeling I wanted! Thx for your help :) Game is going great I hope you will get the chance to test it someday and see how your incredible work can do great thing :D
    Glad you got it working!

    DreamX said:
    Here's a little extension I wrote for Yanfly's Event Chase Player. It overrides the function for testing whether the event can see the player. The difference is that the extension tests whether there are passable tiles in event's line of sight. For example, if there is a wall between the event and the player, the event would not be able to "see" the player and thus not start their chase/fleeing. It only works horizontally and vertically, not diagonal. It is good if you want the player to be able to hide behind walls or other unpassable tiles to avoid the event from chasing or running away.

    Spoiler
    (function () {    Game_Event.prototype.canSeePlayer = function () {        var foundLineOfSight = false;        var foundSightBlock = false;        var testX = 0;        var testY = 0;        if (!this._seePlayer)            return false;        var sx = this.deltaXFrom($gamePlayer.x);        var sy = this.deltaYFrom($gamePlayer.y);        if (Math.abs(sx) > Math.abs(sy)) {            var direction = (sx > 0) ? 4 : 6;        } else {            var direction = (sy > 0) ? 8 : 2;        }        // test if player to the immediate right or left of the event        // and the event is facing up or down        if (this.direction() === 2 || this.direction() === 8) {            if (this.y === $gamePlayer.y && Math.abs(this.x - $gamePlayer.x) <= 1) {                this._alertLock = this._sightLock;                return true;            }        }        // test if player is the immediate top or bottom of event and event        // is facing left or right        else if (this.direction() === 6 || this.direction() === 4) {            if (this.x === $gamePlayer.x && Math.abs(this.y - $gamePlayer.y) <= 1) {                this._alertLock = this._sightLock;                return true;            }        }        // if the event isn't facing in the direction of the player and failed        //  the above tests        if (direction !== this.direction()) {            return false;        }        if (this.x === $gamePlayer.x) {            for (var i = 1; i < Math.abs(this.y - $gamePlayer.y); i++) {                testY = this.direction() === 8 ? this.y - i : this.y + i;                if (!$gameMap.isPassable(this.x, testY, this.direction())) {                    foundSightBlock = true;                }            }        }        else if (this.y === $gamePlayer.y) {            for (var i = 1; i < Math.abs(this.x - $gamePlayer.x); i++) {                testX = this.direction() === 4 ? this.x - i : this.x + i;                if (!$gameMap.isPassable(testX, this.y, this.direction())) {                    foundSightBlock = true;                }            }        }        else {            return false;        }        if (!foundSightBlock) {            this._alertLock = this._sightLock;            return true;        }        return false;    };})();
    Spoiler
    Terms of Use: Credit Yanfly for the original script, credit me for the extension
    Nice job on the extension! Do you have this created in a plugin thread? If you do, I can provide links to it from both my website and from the Event Chase Player post here. :)
  7. Not sure if this is a genuine bug or not...

    2eg4cpc.png

    I'm using your CTB + turns based on a ticker. Is there a way how to display the cooldowns/warmups as natural turns, or will they appear as decimals?
  8. Are you having the cooldowns based on the tick count, too? Because if you are, that's how they'll appear. If you wish to have them based on actor turns, go to the Cooldown plugin, look for the 'Time Based' parameter, and set that to false.
  9. Ahh right, thank you! It works nicely ;)
  10. Hi Yanfly,

    I have a question for you? Are you going to do an Optimisation / Performance Pass on your plugins someday? Because I'm using most of your plugins (30+) and the more I added them in my game the more I have drop of FPS? (around 30 fps to 50fps and I have i-920 16 gig ram) I'm not doing 500 events at the same time with 200 Actors, but I just want to know if your going to check the performance in the futur? 

    I know this is maybe a problem with the core of rpg maker mv, but I'm affraid that if we add too much of your great plugins the game will finish to be a bit laggy.

    The final test I done today was to drop some on your plugins and I saw gains of 10 fps+ in my project. But I'm sure you're already aware of this and making the best to offer us the greatest plugins ever!

    Thx again ;)  
  11. Val said:
    Hi Yanfly,

    I have a question for you? Are you going to do an Optimisation / Performance Pass on your plugins someday? Because I'm using most of your plugins (30+) and the more I added them in my game the more I have drop of FPS? (around 30 fps to 50fps and I have i-920 16 gig ram) I'm not doing 500 events at the same time with 200 Actors, but I just want to know if your going to check the performance in the futur? 

    I know this is maybe a problem with the core of rpg maker mv, but I'm affraid that if we add too much of your great plugins the game will finish to be a bit laggy.

    The final test I done today was to drop some on your plugins and I saw gains of 10 fps+ in my project. But I'm sure you're already aware of this and making the best to offer us the greatest plugins ever!

    Thx again ;)
    I have a stress test map that I use with 999 events (maximum number of events). It doesn't drop past 60 fps for me while I'm there. In battle, it doesn't drop past 60 fps for me either. While I know the computer I'm using isn't the worst, it's not the best either. If you can pinpoint which of those plugins is causing the dip in fps, that'll make it easier for me to figure out where I'd have to go to optimize it.
  12. I will try on/off all your plugins and try to give your more appropriate info to help you out. 

    It's me the combinaison of some or maybe because I have a big map (100 x 100). I will keep you updated!

    Thank Yanfly

    Edit :

    I'm playing in 1000x740 and have 45-50 fps with 30 plugins Yanfly from you

    If I disable Core_Engine + MainMenuManager + MessagerCore at the same resolution (1000x740) I gain more then 10 fps (60+)

    If I change the resolution to something higher (1280 x 800) The fps really drop to something around 30-35 fps.

    Can you tell me what PC you got and what is the resolution you use for your test? It's seem to be the worst offender to performance.

    thank you! 
  13. Edit - Nevermind!  This formula works.  Math.floor((Math.random() * 2500) + 1)

    Hey, great plugin, having some trouble with one thing however.  Trying to have a random value added to everyone's AT gauge in the beginning of battle.  For the "Initial Speed" option, I've put in:

    Math.random(X)

    where X is a numerical value, and I've tried everything from 10 to 10000, but it doesn't seem to have any effect whatsoever.

    Help?  Thank you in advance. :)
  14. Val said:
    I will try on/off all your plugins and try to give your more appropriate info to help you out. 

    It's me the combinaison of some or maybe because I have a big map (100 x 100). I will keep you updated!

    Thank Yanfly

    Edit :

    I'm playing in 1000x740 and have 45-50 fps with 30 plugins Yanfly from you

    If I disable Core_Engine + MainMenuManager + MessagerCore at the same resolution (1000x740) I gain more then 10 fps (60+)

    If I change the resolution to something higher (1280 x 800) The fps really drop to something around 30-35 fps.

    Can you tell me what PC you got and what is the resolution you use for your test? It's seem to be the worst offender to performance.

    thank you! 
    My resolution size for my screen is 1104x624.

    That sounds like it's the lag generated by the inefficient TileMap system found within the MV core itself. The more of the screen you have revealed, the more updating is needed. The lag is due to either a weak memory card or insufficient memory.
  15. There is an odd Class Change + Skill Learn + Job Points bug.

    Setting this parameter TRUE

    15_1229_JPIssue_3b.PNG

    Allows an actor that starts with JP in one class, to spend unlimited JP in another class... (as long as the skill costs less than other classes total JP)

    *Screens Removed*

    Note:

    This bug took me close to three hours to isolate. I was about to lose my patience. ;)

    15_1229_JPIssue_3b.PNG
  16. I have a problem with disabling gauges I am using  this commands in class note but it doesn't work <Swap Gauge 2: MP> <Swap Gauge 3: Nothing>

    I do not know if this is because of conflict with other plugins or I do something wrong.

    Would be very grateful for any help
  17. Roguedeus said:
    There is an odd Class Change + Skill Learn + Job Points bug.

    Setting this parameter TRUE

    attachicon.gif15_1229_JPIssue_3b.PNG

    Allows an actor that starts with JP in one class, to spend unlimited JP in another class... (as long as the skill costs less than other classes total JP)

    attachicon.gif15_1229_JPIssue_3a.PNG

    attachicon.gif15_1229_JPIssue_3.PNG

    attachicon.gif15_1229_JPIssue_3a2.PNG

    Note:

    This bug took me close to three hours to isolate. I was about to lose my patience. ;)
    Looks like the problem lies in the fact that the Skill Integration menu is meant strictly for the Skill Menu itself. I'll have the Learn Skill command in the Class Menu carry over to the Skill Menu if integration is enabled.

    OneManArmy said:
    I have a problem with disabling gauges I am using  this commands in class note but it doesn't work <Swap Gauge 2: MP> <Swap Gauge 3: Nothing>

    I do not know if this is because of conflict with other plugins or I do something wrong.

    Would be very grateful for any help
    Disable your other plugins and see if it works.
  18. I have disabled all my plugins and left only yours core plugins and it still showing both gauges normally in battle.
  19. aNUT1aG.jpg

    Not sure why it isn't working for you.
  20. I don't know why it doesn't work ;/ 

    Here is my screenshot 

    VJ6O0Fx.jpg

    I have found also incompatibility between plugins (Yanfly Charge battle system and Moghunter battle cursors) it's just mixing enemies and they have somehow linked animations? when one is dead second one will also have dead animation but will still attacking.

    jUriAJp.jpg