[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 68 of 309 View original ↗
  1. Unfortunately, I don't support compatibility issues with other plugins.

    I quote from the first post:

    NOTE: I'll only provide support for my own plugins. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. That said, any modifications you've made to the plugins itself or the source code will not be supported by me either.
  2. Ohh I see... Anyway this battlecursors are just tidying up the battle field so I can menage without them (Maybe this could be one of plugins that you could develop in the future?) 

    But I still don't know whats going on about this gauges I put here screenshot from plugins that i am using. All other ones are off

    b8uL7bD.png
  3. OK I will put them in suggested order. Thank you Yanfly for all your plugins they are great! :)
  4. Yanfly said:
    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.
    Sorry for the dry delivery. ;) By the time I got to posting the issue last night I was tired and irritated just looking at my computer.

    Thanks for your time!
  5. Tips & Tricks - Toxic (Pokémon)




    In Pokémon, the Toxic status effect increases its HP damage potency each time it takes effect. This Tips & Tricks video will show you how to do just that in RPG Maker MV!

    Copy and Paste version of the code: http://yanfly.moe/2015/12/30/tips-tricks-toxic-pokemon/
  6. While using yanfly's (or any) screen resolution alteration plugin and also using yanfly's various battle plugins, is there a way to make the "center of the screen" animation location change? As is the AoE effects occur between the enemies and the players as opposed to the middle of the enemies.
  7. @lohenien: You would have to change the animation within the database itself from "Screen" to something else like "center".
  8. Hi Yanfly! (it me again... I know...)

    I just want to ask you if it's in your plan to updated the ATB Battle System with the possibility to have a Turbo Mode?

    What I mean is something like if the player could go higher then 10 in the ATB Battle Speed system to something Turbo where everything could scale and play faster? So the player can have the choice to speed up the battle. Like in Bravely Default ? if you know what I mean ;) X2 Anim X4 Anim play time when player press the dpad Up or Down.

    Thank you again have a nice day!
  9. Val said:
    Hi Yanfly! (it me again... I know...)

    I just want to ask you if it's in your plan to updated the ATB Battle System with the possibility to have a Turbo Mode?

    What I mean is something like if the player could go higher then 10 in the ATB Battle Speed system to something Turbo where everything could scale and play faster? So the player can have the choice to speed up the battle. Like in Bravely Default ? if you know what I mean ;) X2 Anim X4 Anim play time when player press the dpad Up or Down.

    Thank you again have a nice day!
    I could, but it'd be unwise to do such a thing because the speed at which it operates will also determine the speed at which AGI fills up the gauges. When it's at anything above 10, which is 100% speed, overflow of speed is possible and it'd put the player at a disadvantage, which is why I didn't allow for such an option to begin with.
  10. Consdering the sideview battlers are in the system by default, I don't really have plans for it.
  11. Yanfly said:
    Consdering the sideview battlers are in the system by default, I don't really have plans for it.
    But by default we can't decide the position of battlers, neither we can use the chara sprite instead of the animated battlers.
  12. Makeratore said:
    But by default we can't decide the position of battlers, neither we can use the chara sprite instead of the animated battlers.
    The Battle Engine Core enables you to set the position of the battlers. If you want to use character sprites instead of the battler sprites, edit the battler sprites to look like the characters.
  13. Yanfly said:
    The Battle Engine Core enables you to set the position of the battlers. If you want to use character sprites instead of the battler sprites, edit the battler sprites to look like the characters.
    Also SV Actor Position plugin can help determine the position of battlers, if you want them in some sort of weird pattern or circle!
  14. Oh, now I know why it`s not working.

    There`s a bug with your Battle Engine Core + Battle Status, the sprite in frontview won`t show up when Battle Status Window plugin is on.
  15. And what is this bug?
  16. I only have your scripts ON.

    http://postimg.org/image/hu8xaqtwv/

    The character sprite in frontview mode wont appear if your battle status window is on. (Unless this is how it is supposed to work)
  17. Yes, that's how it's supposed to work. 

    If you set a front view sprite to TRUE, that means it's on.
  18. It is possible to do state stacking with the Buff and States core? The poison (and many other states) in my game utilize state stacking (1% damage at 1 stacks and 10% with 10 stacks) using Mr. Trivel's State Stacking plugin, but this causes the turn counter of the Buff and States core to become wonky.

    If the State stacking plugin is above the Buff and States core, every time the state stacks, the turn counter moves one block to the right. (The state indicated by that turn counter will remain at its own place)

    On the other hand, when the State stacking plugin is below, the turn counter will refuse to appear altogether.