[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 69 of 309 View original ↗
  1. Yanfly said:
    Yes, that's how it's supposed to work. 

    If you set a front view sprite to TRUE, that means it's on.
    Wow, Im surprised that the character sprite in frontview is not supposed to show when you have battle status window plugin installed, even with the `true` option in the battle core, it makes no sense.

    But thanks for the quick answer.
  2. Farr said:
    Wow, Im surprised that the character sprite in frontview is not supposed to show when you have battle status window plugin installed, even with the `true` option in the battle core, it makes no sense.

    But thanks for the quick answer.
    It does make sense.

    Did you actually read the description of what the "Front Actor Sprite" does?

    And what the Battle Status Window plugin does?

    If you want to display the battler (that's what Front Actor Sprite is for)

    it only makes sense to show them even when you have the Battle Status Window plugin.

    You don't need faces AND battler, do you?
  3. Something strange is happening...

    The same game, nothing more nothing less, when played the windows version on my windows, is working fine. HOEVER, when playing the MAC version on my wife's macbook, the save event location doesn't work for when we leave and reenter the map... This is game breaking since in my "light elf" there's an early scene where a ogre is put aside so the main character can pass, and when he returns, in macbooks, the orc is back, but now with the swich telling him to not move further.

    I tried re-saving, deleting etc. but nothing helps... 

    does anyone know what the problem could possibly be?
  4. 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.
    Oh, right! I didn't even thought about that. D:
  5. Hey Yanfly, I'm having trouble getting a doom state to work with your BuffStateCore and ATB system. After 3 turns, the mob is "technically" dead in that it can't move or be targeted and having it be the remaining enemy at the end of battle marks the battle as finished except, it never collapses. I made sure to start a fresh project with just the essentials (Core, BattleCore, ATB, and State Core) and it still wouldn't work for me. Any way to overcome this? 
  6. Hello, Yanfly! Happy new year to you (and everyone else too)!

    I have a question on the Buff & State Core. Is there a way to display or indicate how many stacks of buff/debuff are there already? :)
  7. Hello Yanfly. I have a question regarding the Critical Control plugin.

    Is the " value *= 1.5 " (red) added to the: " * 1.5 + user.luk*0.25 " (orange) or is the "1.5" in the orange just restating what's in the red?

    In other words, I want to know if this is what this math is doing:

    Crit Multiplier is making my critical hits do 1.5x damage + 25% of the user's luck

    OR

    Crit's are doing 1.5x damage + (1.5x additional damage on top of the other 1.5x + 25% of user's luck)

    Thank you for your time! :D

    PS - Happy New Years!!!

    Spoiler
  8. Fernyfer775 said:
    Hello Yanfly. I have a question regarding the Critical Control plugin.

    Is the " value *= 1.5 " (red) added to the: " * 1.5 + user.luk*0.25 " (orange) or is the "1.5" in the orange just restating what's in the red?

    In other words, I want to know if this is what this math is doing:

    Crit Multiplier is making my critical hits do 1.5x damage + 25% of the user's luck

    OR

    Crit's are doing 1.5x damage + (1.5x additional damage on top of the other 1.5x + 25% of user's luck)

    Thank you for your time! :D

    PS - Happy New Years!!!

    Spoiler
    Hello! Not Yanfly, but I have your answer.

    I'm pretty sure Flat Critical Bonus is added to your usual critical damage. So that's your orange added to your red. :)

    Hope that helps!

    - Riff
  9. jvcscasio said:
    Something strange is happening...

    The same game, nothing more nothing less, when played the windows version on my windows, is working fine. HOEVER, when playing the MAC version on my wife's macbook, the save event location doesn't work for when we leave and reenter the map... This is game breaking since in my "light elf" there's an early scene where a ogre is put aside so the main character can pass, and when he returns, in macbooks, the orc is back, but now with the swich telling him to not move further.

    I tried re-saving, deleting etc. but nothing helps... 

    does anyone know what the problem could possibly be?
    Are you two running the same game on two different computers? Because if you are, there should be no reason it isn't working properly.

    moldy said:
    Hey Yanfly, I'm having trouble getting a doom state to work with your BuffStateCore and ATB system. After 3 turns, the mob is "technically" dead in that it can't move or be targeted and having it be the remaining enemy at the end of battle marks the battle as finished except, it never collapses. I made sure to start a fresh project with just the essentials (Core, BattleCore, ATB, and State Core) and it still wouldn't work for me. Any way to overcome this? 
    You'll have to tell me how you made your doom state before I can give you an answer

    Riff said:
    Hello, Yanfly! Happy new year to you (and everyone else too)!

    I have a question on the Buff & State Core. Is there a way to display or indicate how many stacks of buff/debuff are there already? :)
    The buffs and debuffs are actually indicated by their icons. A single buff stack has one + (or arrow) while a double stack has two +'s (or arrow). The debuff will be with -'s. However, going past 2 stacks, there's no visual changes (for now).

    Fernyfer775 said:
    Hello Yanfly. I have a question regarding the Critical Control plugin.

    Is the " value *= 1.5 " (red) added to the: " * 1.5 + user.luk*0.25 " (orange) or is the "1.5" in the orange just restating what's in the red?

    In other words, I want to know if this is what this math is doing:

    Crit Multiplier is making my critical hits do 1.5x damage + 25% of the user's luck

    OR

    Crit's are doing 1.5x damage + (1.5x additional damage on top of the other 1.5x + 25% of user's luck)

    Thank you for your time! :D

    PS - Happy New Years!!!

    Spoiler
    The multiplier portion will occur before the flat portion to go with PEDMAS. :)

    So in your case, it'd be the former condition:

    Critical 1.5x multiplier with the 25% of the user's LUK added on.
  10. Here's what I have for my doom state:

    <Custom Leave Effect>

    user.addState(1);

    user.refresh();

    </Custom Leave Effect>

    I've also tried

    <Custom Leave Effect>

    user.addState(1);

    </Custom Leave Effect>

    Untitled.png
  11. Ah, you'll need to have

    user.performCollapse();

    In there after the refresh(). The enemy is dead mechanically but not visually.
  12. Yanfly said:
    Ah, you'll need to have

    user.performCollapse();

    In there after the refresh(). The enemy is dead mechanically but not visually.
    Finally the missing piece to the puzzle! This was driving me insane! Thanks so much! Whats the call for play animation on target? I wanna add the spooky death animation on it once their time is up :p
  13. @Yanfly + Riff:  Thanks for the quick replies! Hope you all have a great New Years! Be safe!
  14. I'm struggling with something in Action Sequence 3 (I think it specifically relates to the camera zooming/panning only)

    when an enemy triggers a troop event mid-sequence the sequence locks up and the event doesn't go off.

    Edit: Just to note I'm also using YEP CTB, in case that is partially to blame as well

    Edit 2: further testing shows that it only happens when the troop even tries to make an enemy appear mid-combat I think
  15. harveywth said:
    I'm struggling with something in Action Sequence 3 (I think it specifically relates to the camera zooming/panning only)

    when an enemy triggers a troop event mid-sequence the sequence locks up and the event doesn't go off.

    Edit: Just to note I'm also using YEP CTB, in case that is partially to blame as well

    Edit 2: further testing shows that it only happens when the troop even tries to make an enemy appear mid-combat I think
    Common events and troop events are able to fire off mid-sequence. Though, if it's something action sequence related, you can try looking for some tips and tricks here about how to make them :)

    http://forums.rpgmakerweb.com/index.php?/topic/46691-pre-made-yanflys-action-sequence-sharing-and-discussions/
  16. Hey Yanfly! First of all, a very Happy New Year to you and FlyingDream! And a heap of gratitude for all your awesome plugins!

    Now onto my question:

    What I'm trying to do is, using YEP Battle A.I. Core, I want that when a specific condition is met, the enemy will use any one out of a pool of skills.

    So lets say I have skills X, Y and Z. I want to set up <AI Priority> such that:

    <AI Priority>

    (Other checks)

    Always: Skill X/ Y/ Z (Any one of the skills)

    (Other checks)

    </AI Priority>

    I believe the plugin supports only one skill per condition(s), but I may be wrong. Is this possible? If so, how?

    Thanks in advance ^_^
  17. Shop Menu Core

    Features and How to Use



     

    The shop menu in RPG Maker MV is the same as it was in RPG Maker VX and RPG Maker VX Ace. It's relatively basic and provides adequate information, but not really enough to let the player know what they're actually buying or even selling. This plugin enables shops to show more than just the basic information displayed in RPG Maker MV and even allows for custom commands to be inserted into the command window.

     

    Plugin and Instructions: http://yanfly.moe/2016/01/01/yep-53-shop-menu-core/
  18. Naveed said:
    Hey Yanfly! First of all, a very Happy New Year to you and FlyingDream! And a heap of gratitude for all your awesome plugins!

    Now onto my question:

    What I'm trying to do is, using YEP Battle A.I. Core, I want that when a specific condition is met, the enemy will use any one out of a pool of skills.

    So lets say I have skills X, Y and Z. I want to set up <AI Priority> such that:

    <AI Priority>

    (Other checks)

    Always: Skill X/ Y/ Z (Any one of the skills)

    (Other checks)

    </AI Priority>

    I believe the plugin supports only one skill per condition(s), but I may be wrong. Is this possible? If so, how?

    Thanks in advance ^_^
    Happy New Year! The plugin only supports one skill per condition. You'll have to use the Random condition to make them selected separately.
  19. Cool! Its shop core! Congrats on your first plugin of 2016!!
  20. I'm wondering if escape codes will become possible one day within menus.

    Here's to a successful New Year to all of us.