[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 70 of 309 View original ↗
  1. SpellcraftQuill said:
    I'm wondering if escape codes will become possible one day within menus.

    Here's to a successful New Year to all of us.
    It's possible but not recommended because escape codes utilize the drawTextEx function, which is very slow (as it draws one by one). On weaker PC's, this can contribute to a lot of lag if used in common menus, which is why I tend to avoid text codes if possible there.
  2. Row Formation

    Features and How to Use




    Plugin and Instructions: http://yanfly.moe/2016/01/02/yep-54-row-formation/

    This plugin places party members into row formations to give them distinct advantages based on row location in the form of states for maximum control. Skills and items are capable of moving targets to different row locations.
  3. Finally the thing I kept voting for finally won~
  4. UH...  When can we get our hands on that sweet RPG2k remake soundtrack?!
  5. Yanfly said:
    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/
    A question: can you add a notetag to have a custom image for items and not their icons? In fact the icons are very pixelated. And I know that we can change the dimension of icons, but I prefer having a big custom image. :D
  6. Wow Finally Formation Plugin! I've been waiting for this one. Thank very much Yanfly!
  7. I wonder if that can be used in front view.
  8. *sob sob* THANK YOU... THANK YOU FOR ROW FORMATIONS...

    it's gonna be such an integral part to my game i stg, so YEESH I'm so glad you made this. <3

    Question, tho: is there any way to have a necessary row formation...?  Like, one actor MUST be in row one, and two MUST be in row two, and you cannot have more than one in one and more than two in two.  Kinda like how your party script had required actors, y'know?  Just in this case, required row/roles.
  9. I love this Row Plugin.

    I do have possible requests to think about adding to this to add to the functionality of Rows.

    I'm borrowing similar concepts for my game from the 3DS game Persona Q. Since it uses Rows, I thought that it would be cool to somehow add these features to the Row Formation plugin:

    1) Create a Scope for items/Skills that selects a Row, rather than a single Enemy or All Enemies.

    2) Piercing attacks: If you attack a monster in a row, the attack also damages 1 random enemy in the next row behind the original target.

    3) Splash attacks: where if you attack a monster, it also damages (weaker damage) monsters on either side of the target, within the same row.

    4) "Ranged" physical attacks: It would make sense that some attacks like Arrows or Throwing Knifes have a certain range. For instance, an Actor in the 2nd Row can only attack monsters in the 1st Row with Arrows, etc., but can attack both the 1st and 2nd Rows of enemies if the Actor is in the 1st Row.

    These are just some ideas that are there to think about.
  10. It's finally out! I'm not exaggerating when I say that this is my favorite YEP plugin ever released so far.

    I didn't see Yanfly mention this in the video, so here's a tip that he shared with me.

    If you want your battlers to automatically adjust their row when rows are wiped out...

    Spoiler
    First, make sure you have the newest version of Buffs & States installed, then put this in the notetags for your Knockout state:<Custom Apply Effect>if (user.isActor()) {$gameParty.updateRows();} else if (user.isEnemy()) {$gameTroop.updateRows();}</Custom Apply Effect>Now, if your entire front row is destroyed, the back row will be forced up into the front row to take their place, leaving them exposed.

    The bodies of the original front row members will still be where they fell, so if you want them to be moved back into the back row at the same time, find this section in the RowFormations.js file:

    Game_Unit.prototype.updateMemberRows = function(rowId) { for (var i = 0; i < this.aliveMembers().length; ++i) { var member = this.aliveMembers(); if (!member) continue; if (member.row() < rowId) continue; member.alterRow(-1); }};And change it to:

    Game_Unit.prototype.updateMemberRows = function(rowId) { for (var i = 0; i < this.aliveMembers().length; ++i) { var member = this.aliveMembers(); if (!member) continue; if (member.row() < rowId) continue; member.alterRow(-1); } for (var i = 0; i < this.deadMembers().length; ++i) { var member = this.deadMembers(); if (!member) continue; if (member.row() < rowId) continue; member.alterRow(1); }};Then find this section:

    Sprite_Actor.prototype.isNotChangeRowPosition = function() { if (this._actor === BattleManager._subject) return false; if (this._actor.isDead()) return false; return true;};And change it to:

    Sprite_Actor.prototype.isNotChangeRowPosition = function() { if (this._actor === BattleManager._subject) return false; if (this._actor.isDead()) return true; return true;};And that should work! (This trick doesn't work with fallen front row enemy battlers, but you may be able to figure out why that is and fix it if you're not javascript illiterate like me.)

  11. Emmych said:
    *sob sob* THANK YOU... THANK YOU FOR ROW FORMATIONS...

    it's gonna be such an integral part to my game i stg, so YEESH I'm so glad you made this. <3

    Question, tho: is there any way to have a necessary row formation...?  Like, one actor MUST be in row one, and two MUST be in row two, and you cannot have more than one in one and more than two in two.  Kinda like how your party script had required actors, y'know?  Just in this case, required row/roles.
    There's no way to currently require that a row must be filled by specific amounts. I may include this in a future extension plugin~

    wrigty12 said:
    I love this Row Plugin.

    I do have possible requests to think about adding to this to add to the functionality of Rows.

    I'm borrowing similar concepts for my game from the 3DS game Persona Q. Since it uses Rows, I thought that it would be cool to somehow add these features to the Row Formation plugin:

    1) Create a Scope for items/Skills that selects a Row, rather than a single Enemy or All Enemies.

    2) Piercing attacks: If you attack a monster in a row, the attack also damages 1 random enemy in the next row behind the original target.

    3) Splash attacks: where if you attack a monster, it also damages (weaker damage) monsters on either side of the target, within the same row.

    4) "Ranged" physical attacks: It would make sense that some attacks like Arrows or Throwing Knifes have a certain range. For instance, an Actor in the 2nd Row can only attack monsters in the 1st Row with Arrows, etc., but can attack both the 1st and 2nd Rows of enemies if the Actor is in the 1st Row.

    These are just some ideas that are there to think about.
    Pretty much all of those will come with the Targeting Core whenever I get around to it. 
  12. Hey Yanfly, have you missed my suggestion for Shop Menu Core? XD

    Makeratore said:
    A question: can you add a notetag to have a custom image for items and not their icons? In fact the icons are very pixelated. And I know that we can change the dimension of icons, but I prefer having a big custom image. :D
  13. Is there a way to make a werewolf ability with the status effects? Turn the character into a giant tank for several turns, changing their graphics to the werewolf and then after the turns pass (or combat is over) return back to normal?
  14. Loving all of the plugins, and the rows is going to be really useful!

    Quick question - apologies if it's obvious, I've had a look in the Plugin settings and help files etc but can't seem to find the answer... is there a way to increase the space between the battlers? I'm using Holder's MV battlers and they all look quite tightly bunched together. Is it one of the "offset" settings that I'm missing?
  15. Makeratore said:
    Hey Yanfly, have you missed my suggestion for Shop Menu Core? XD
    That also would work nicely for the item core :D
  16. Makeratore said:
    Hey Yanfly, have you missed my suggestion for Shop Menu Core? XD
    I haven't missed it. I just haven't implemented it.

    Virgil said:
    Loving all of the plugins, and the rows is going to be really useful!

    Quick question - apologies if it's obvious, I've had a look in the Plugin settings and help files etc but can't seem to find the answer... is there a way to increase the space between the battlers? I'm using Holder's MV battlers and they all look quite tightly bunched together. Is it one of the "offset" settings that I'm missing?
    The plugin parameters allow you to adjust the spacing in between the battlers. Adjust the formulas accordingly there.
  17. Iliketea said:
    That also would work nicely for the item core :D
    Yup! I think that works for Item Core as well! :D

    Yanfly said:
    I haven't missed it. I just haven't implemented it.
    Oh, right. Does it mean that you have considered to add that option in the near future or nope? XD
  18. It's not really a matter of if I will or won't, but a matter of when. Time is unfortunately the most limiting resource I have...
  19. Yanfly said:
    It's not really a matter of if I will or won't, but a matter of when. Time is unfortunately the most limiting resource I have...
    Oh, ok. Take your time, don't worry! :D