[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 72 of 309 View original ↗
  1. Hi. Yanfly

    I'm having trouble with the ATB and CTB battle systems.

    when a state that restricts movement, is set to end on actor's turn or action, the turn counter never goes down.

    I can see why it wouldn't work on actor action. But why won't it go down on turn end?

    EDIT:

    Never mind, I had Timed States turned off in battle engine core :p .
  2. Silenity said:
    Hey Yanfly!

    How would I go about making a TP mode that gained 1 TP x Turn Count?

    So on their first turn they would gain 1 TP, on their second 2, etc.
    TP Modes aren't out yet. But when it is and you're using Battle Engine Core, you'd essentially tie it to their own turn count via user.turnCount()

    Mikuri said:
    Hellow!

    How should I do this:

    When user has state X, it does +1 (fixed) damage.

    So when user uses Skill X which does 10 damages, it will do 11 damages.

    Even adding +1 atk temporarily when the state is on, would be fine.

    --

    I messed with the buffs and debuffs plugin but I can't get it to work this way.

    Thank you for any help!
    Is it a state that causes the user to always deal 1 extra damage? If it is, you'd be looking at a Buffs & States Core lunatic mode. Place this in the state that gives that damage bonus:

    <Custom Confirm Effect>

    if (value > 0) value += 1;

    </Custom Confirm Effect>

    This way, it will always increase by +1.
  3. Hello Yanfly !!

    First of all, thank you for your amazing work on your Plugins.

    With this amazing Plugins, i can create nice games now :D

    I have two questions about your Plugins.

    Is it possibly, you have planed a Plugin to add or decrease Points on the Status Parameters ?

    Like in Ragnarok Online:

    On each lvl up for JOB LVL you get 1 skill point, to lvl up your skills and for each lvl up on BASE LVL you get points depends on your lvl, which you can add to

    STR, AGI, VIT, DEX or LUK ?

    Second Question:

    I have some ideas for my Classes ingame.

    I want to create a Ragnarok Online based mechanic there.

    Where you need JOB LVL 10 to change your first class into Swordsman, Magician, Acolyte or Archer with your Novice Class (First Class with your Character).

    But how can i do that with your Class Change Plugin ??

    Because i dont want, the player can change back to novice or something older classes. i want to lock the current class on it after class change.

    Because in Ragnarok Online you have two types of Lvls.

    The BASE LVL is for the Character. Which means, you can add your Lvl up Points into your Status Parameters.

    The last one called JOB LVL, is for your Skills to lvl up.

    Thanks for your time and your work.

    I hope you can understand me, because englisch isn't my language..and iam really bad on it =/
  4. Yanfly said:
    Is it a state that causes the user to always deal 1 extra damage? If it is, you'd be looking at a Buffs & States Core lunatic mode. Place this in the state that gives that damage bonus:

    <Custom Confirm Effect>

    if (value > 0) value += 1;

    </Custom Confirm Effect>

    This way, it will always increase by +1.
    Wow, works wonder! Thank you very much :) !
  5. Vandeliar said:
    Hello Yanfly !!

    First of all, thank you for your amazing work on your Plugins.

    With this amazing Plugins, i can create nice games now :D

    I have two questions about your Plugins.

    Is it possibly, you have planed a Plugin to add or decrease Points on the Status Parameters ?

    Like in Ragnarok Online:

    On each lvl up for JOB LVL you get 1 skill point, to lvl up your skills and for each lvl up on BASE LVL you get points depends on your lvl, which you can add to

    STR, AGI, VIT, DEX or LUK ?

    Second Question:

    I have some ideas for my Classes ingame.

    I want to create a Ragnarok Online based mechanic there.

    Where you need JOB LVL 10 to change your first class into Swordsman, Magician, Acolyte or Archer with your Novice Class (First Class with your Character).

    But how can i do that with your Class Change Plugin ??

    Because i dont want, the player can change back to novice or something older classes. i want to lock the current class on it after class change.

    Because in Ragnarok Online you have two types of Lvls.

    The BASE LVL is for the Character. Which means, you can add your Lvl up Points into your Status Parameters.

    The last one called JOB LVL, is for your Skills to lvl up.

    Thanks for your time and your work.

    I hope you can understand me, because englisch isn't my language..and iam really bad on it =/
    This isn't a request thread. It's here to provide support for the existing plugins. To make a request, you'd have to go to this forum: http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/

    My Class Change Core is just that, a class changing plugin. Its purpose is to allow players to change classes. It's not a one-way class advancement system.

    Killuki Zaoldyeck said:
    Hello Yanfly, can you take a look to this issue please? http://forums.rpgmakerweb.com/index.php?/topic/53567-glitch-rpgmv-showing-increased-graphic-sizes-with-extra-pixels/

    Maybe you can provide an easy fix to that issue. Thank you.
    This is NOT something caused by the Core Engine. That's a bug with the default RPG Maker MV source code. You'll have to bring this to MV Reports: http://forums.rpgmakerweb.com/index.php?/forum/129-rpg-maker-mv/
  6. Hello Yanfly.

    If you can help me with something, I’m trying to make something like “counter tackle” from final fantasy tactics, where my hero counters the enemy physical attack with a skill instead of a normal attack. So I added to the damage core step 42:

    if (baseDamage > 0 && target.isStateAffected(49)) { target.forceAction(57,1); BattleManager.forceAction(target); }but after the counter my actor turn is reset (if using Atb, the Atb bar is set to zero). What am I missing? Is there a way to do this with the current plugins or are you planning on making a counter plugin in the future?

    ps: don’t mind the targetid, I’ll set that to a variable once I can make the counter work and the turn don’t end.
    ps2: maybe this is a good idea for a tips and tricks. Counter Magic.
  7. Hi Yanfly!

    I hope you're doing well :)  

    I want to ask you if you could please add the command plugins to modify the Windows Rows number and Command Rows numbers in game please? From your BattleEngineCore plugins.

    Why I ask that, it's because I want to change the number of player in my mid game and this will be cool if I can change the menu setting through the game. 

    Is it possible for you to have some time to add those 2 command to your awesome BattleEngineCore plugins?

    thank you in advance :)  
  8. Hi Yanfly,

    Found a small error with your Status Engine Core (or it could be intentional, I'm not sure).

    By default the game will apply ---- to your current and total EXP values when you are at maximum level. With your Status Core, it will still display numbers which still increase after battles. Nothing game breaking though.

    Regards,

    Moe
  9. Hi Yanfly,

     

    I was thinking ... you can create an accessory type Grandia 2 ???

     

    Dragon Scales = Negates damage under 200
  10. In Final Fantasy 7, a person with projectile weapon (such as Barret) would deal the same ammount of damage regardless of where they would be positioned in the row, while enjoying the benefits of being in the back row. Is there a way to dublicate this effect in the Yanfly's Formation Rows?
  11. Lionheart_84 said:
    Hi Yanfly,

    I was thinking ... you can create an accessory type Grandia 2 ???

    Dragon Scales = Negates damage under 200
    You will need YEP Auto Passive State and YEP Buff & State Core to achieve it.

    Give an auto-passive state to your accessory that has this notetag (on the state):

    <Custom React Effect>

    if ((value > 0) && (value < 200)) {

    value *= 0;

    }

    </Custom React Effect>

    Hope that help! :)

    Tuomo L said:
    In Final Fantasy 7, a person with projectile weapon (such as Barret) would deal the same ammount of damage regardless of where they would be positioned in the row, while enjoying the benefits of being in the back row. Is there a way to dublicate this effect in the Yanfly's Formation Rows?
    Each row has a state that you can define. Simply dont give attack penalty to back row. :)
  12. killerfer said:
    Hello Yanfly.

    If you can help me with something, I’m trying to make something like “counter tackle” from final fantasy tactics, where my hero counters the enemy physical attack with a skill instead of a normal attack. So I added to the damage core step 42:

    if (baseDamage > 0 && target.isStateAffected(49)) { target.forceAction(57,1); BattleManager.forceAction(target); }but after the counter my actor turn is reset (if using Atb, the Atb bar is set to zero). What am I missing? Is there a way to do this with the current plugins or are you planning on making a counter plugin in the future?

    ps: don’t mind the targetid, I’ll set that to a variable once I can make the counter work and the turn don’t end.

    ps2: maybe this is a good idea for a tips and tricks. Counter Magic.
    Whenever you use a forced action in ATB or CTB, it will count as the turn being used up. This is the way it works even in the default battle system and the way RPG Maker MV handles it.

    Val said:
    Hi Yanfly!

    I hope you're doing well :)

    I want to ask you if you could please add the command plugins to modify the Windows Rows number and Command Rows numbers in game please? From your BattleEngineCore plugins.

    Why I ask that, it's because I want to change the number of player in my mid game and this will be cool if I can change the menu setting through the game. 

    Is it possible for you to have some time to add those 2 command to your awesome BattleEngineCore plugins?

    thank you in advance :)
    Use the Battle Status Window plugin for this as it will automatically adjust it based on maximum party size. The Battle Engine Core isn't made to adjust visual aspects of the HUD.

    Moe_Lester13 said:
    Hi Yanfly,

    Found a small error with your Status Engine Core (or it could be intentional, I'm not sure).

    By default the game will apply ---- to your current and total EXP values when you are at maximum level. With your Status Core, it will still display numbers which still increase after battles. Nothing game breaking though.

    Regards,

    Moe
    The ------ appears for the next levels. The current exp is increasing yes, but that's just to show accurate data on how much experience is acquired as it's not capped.

    Idf2bhX.jpg

    Tuomo L said:
    In Final Fantasy 7, a person with projectile weapon (such as Barret) would deal the same ammount of damage regardless of where they would be positioned in the row, while enjoying the benefits of being in the back row. Is there a way to dublicate this effect in the Yanfly's Formation Rows?
    Use the Weapon Unleash plugin's Replace Attack. Give the gunner's weapons a replace attack with a different type of attack that won't be restricted in the back row.
  13. @killerfer

    killerfer said:
    Hello Yanfly.

    If you can help me with something, I’m trying to make something like “counter tackle” from final fantasy tactics, where my hero counters the enemy physical attack with a skill instead of a normal attack. So I added to the damage core step 42:

    if (baseDamage > 0 && target.isStateAffected(49)) { target.forceAction(57,1); BattleManager.forceAction(target); }but after the counter my actor turn is reset (if using Atb, the Atb bar is set to zero). What am I missing? Is there a way to do this with the current plugins or are you planning on making a counter plugin in the future?

    ps: don’t mind the targetid, I’ll set that to a variable once I can make the counter work and the turn don’t end.
    ps2: maybe this is a good idea for a tips and tricks. Counter Magic.
    What happens if you set the counter skill to Instant Cast?
  14. @Yanfly

    Oh, I see, thanks. It would be a nice idea for a future plugin, maybe? hahaha

    @TheRiotInside

    I tried doing that but the same thing happened. If you just use target.forceAction and don't call the battlemanager part, then if the skill is Instant Cast, the actor waits until his next turn, then uses the skill and you can select his action. If the skill is NOT Instant Cast, the actors waits until his next turn, uses the skill, and the turn end. By wait until his next turn I mean, wait until he has a full atb gauge. Either way if you don't call the battlemanager to force the action for the actor, he doesn't counter after he takes the damage, so it's just weird.
  15. Just wanna say thank you for the reply! I will try that :) You're awesome!
  16. hey Yanfly, I have an compatibility issue that I hope you can help me fix.

    I'm using your battle engine core plugin with moghunter's BattlebackEX plugin.

    there are two issues actually.

    1. with your core plugin turned on, the front fog and top layer of the background flicker and flash constantly. I turned off your core plugin and it works fine.

    2. also with your core plugin turned on, the damage numbers do not match up with the character or enemy that gets hit, it's way off to the side, works fine with the core plugin off also.

    any suggestions?

    EDIT** actually the 2nd issue is NOT with Moghunter's battlebackEX, it is with Moghunter's BattleCamera plugin. But still works fun with your core turned off.
  17. Aidensmercy said:
    hey Yanfly, I have an compatibility issue that I hope you can help me fix.

    I'm using your battle engine core plugin with moghunter's BattlebackEX plugin.

    there are two issues actually.

    1. with your core plugin turned on, the front fog and top layer of the background flicker and flash constantly. I turned off your core plugin and it works fine.

    2. also with your core plugin turned on, the damage numbers do not match up with the character or enemy that gets hit, it's way off to the side, works fine with the core plugin off also.

    any suggestions?

    EDIT** actually the 2nd issue is NOT with Moghunter's battlebackEX, it is with Moghunter's BattleCamera plugin. But still works fun with your core turned off.
    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.
  18. Tips & Tricks - Phoenix Ring




    You can grab the copy and paste code here:

    Yanfly.moe: http://yanfly.moe/2016/01/06/tips-tricks-phoenix-ring/

     

    The Phoenix Ring is a ring that will protect its user from a one-time death by immediately reviving them with a percentage of their HP left and then breaking. This piece of equipment can be recreated in RPG Maker MV and this video will show you how!~
  19. Riff said:
    You will need YEP Auto Passive State and YEP Buff & State Core to achieve it.

    Give an auto-passive state to your accessory that has this notetag (on the state):

    <Custom React Effect>

    if ((value > 0) && (value < 200)) {

    value *= 0;

    }

    </Custom React Effect>

    Hope that help! :)

    Each row has a state that you can define. Simply dont give attack penalty to back row. :)

    Oh ... thanks !!! :guffaw:   :guffaw:   :guffaw:

    I would like to create an enemy armored my every blow I cause always 1 point of damage ...

    how can I make co unacerta skills can harm him NORMAL ???