The phoenix ring is perfect! Thanks Yanfly.
Is there a way to make a auto-life state instead of an item? If the actor has the state he revives and loses the state. I tried changing the formula for "if target.isStateAffected(x)" but since the custom apply notetag happens after the dead state is applied, it seems the actor loses the auto-life state I created before the formula in the notetag happens.
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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Hi Yanfly! (me again)
Sorry to bother you, but I'm using you're new row formation and I have a problem where my characters are just not at the way I thought they should be in a fight.
Is it a bug or I need to tweak some parameter to define where my character should go?
thank you in advance!


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That's because when the death state is added, the MV engine is coded to remove all non-death states. If you use Yami's Retain State plugin for your Auto-Life state, there should be no problems~The phoenix ring is perfect! Thanks Yanfly.
Is there a way to make a auto-life state instead of an item? If the actor has the state he revives and loses the state. I tried changing the formula for "if target.isStateAffected(x)" but since the custom apply notetag happens after the dead state is applied, it seems the actor loses the auto-life state I created before the formula in the notetag happens.
http://yed.yami.moe/yed-retain-state-on-death/
You'd have to adjust the row formulas for your game.Hi Yanfly! (me again)
Sorry to bother you, but I'm using you're new row formation and I have a problem where my characters are just not at the way I thought they should be in a fight.
Is it a bug or I need to tweak some parameter to define where my character should go?
thank you in advance!

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There is way to insert "wait some frames" in the script command? Because in the Phoenix Effect the battle doesn't wait the revive animation and the battle goes on.
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I love your plugins very much.Thank you!
BTW,you made "Area of target" and "Target Manager"for RMVA,is remaking this plugins for RMMV in your consideration? -
@Yanfly
That worked nicely! Thank you very much Yanfly! Guess I need to pay more attention to Yami's page, I didn't know that plugin. -
Hey Yanfly, or anybody that can answer, is there a way to make the character go into the "dead" pose for a moment BEFORE they are resurrected?
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If its like a general revive skill that targets one dead ally then "motion dead: target" would workHey Yanfly, or anybody that can answer, is there a way to make the character go into the "dead" pose for a moment BEFORE they are resurrected?
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Oh, sorry, I meant for the Phoenix Ring... Could you "Die" wait a few seconds or so and the resurrect?If its like a general revive skill that targets one dead ally then "motion dead: target" would work
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It would probably be a better idea to look at how the default engine handles counters and use an if statement to change the default counter action@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.
which I think is this bit of code in rpg_objects.js
Code:Game_Actor.prototype.performCounter = function() { Game_Battler.prototype.performCounter.call(this); this.performAttack();}; -
Yay Yanfly! How it is going? I suppose you are very busy with all of us asking you for support around five hundred millions times a day... xDD sorry, I think your work is really exciting! (you are awesome *3*)
I was thinking on the world and its mysteries... and I returned to Yanfly Ace Engine, so I started to check your scripts and... OMG! I didn't remember at all, I think everybody forgot your awesome "Lunatic Target Manager" and "Area of Effect"!! So, I'm wondering If you have plans to make an "Advanced Target Manager" as a possible plugin choice for your followers on youtube? -
Unfortunately, waiting frames is something that's made into a huge mess thanks to the way RPG Maker MV was coded with the Battlelog queue system.There is way to insert "wait some frames" in the script command? Because in the Phoenix Effect the battle doesn't wait the revive animation and the battle goes on.
I love your plugins very much.Thank you!
BTW,you made "Area of target" and "Target Manager"for RMVA,is remaking this plugins for RMMV in your consideration?Eventually, yes. As for when it'll come out, I'll put it on the plugin poll candidates sooner or later.Yay Yanfly! How it is going? I suppose you are very busy with all of us asking you for support around five hundred millions times a day... xDD sorry, I think your work is really exciting! (you are awesome *3*)
I was thinking on the world and its mysteries... and I returned to Yanfly Ace Engine, so I started to check your scripts and... OMG! I didn't remember at all, I think everybody forgot your awesome "Lunatic Target Manager" and "Area of Effect"!! So, I'm wondering If you have plans to make an "Advanced Target Manager" as a possible plugin choice for your followers on youtube? -
Hi Yanfly!That's because when the death state is added, the MV engine is coded to remove all non-death states. If you use Yami's Retain State plugin for your Auto-Life state, there should be no problems~
http://yed.yami.moe/yed-retain-state-on-death/
You'd have to adjust the row formulas for your game.
I adjusted my row and everything seem to be fine except one thing! The enemy sprite have moving in the screen after I change the row placement of my team in the battle.
Can I turn that of? or is it a bug? The enemy sprite should just stay at the same place.
thank you for your great help :) -
This was one of the updates and within the changelog:Hi Yanfly!
I adjusted my row and everything seem to be fine except one thing! The enemy sprite have moving in the screen after I change the row placement of my team in the battle.
Can I turn that of? or is it a bug? The enemy sprite should just stay at the same place.
thank you for your great help :)
A couple of updates today. Yesterday, an update was made to fix the very specific instant cast timing, but there was still something missing there, so now, that part should be fixed~ For Row Formations, since we got the visual position issues out of the way, I decided it was time to add in the ‘Adjust Relative’ parameter. And no, this isn’t a plugin parameter that fixes your in-laws. This is an option for you to decide how you want the enemy troops in the editor to appear relative to the row settings of the enemy.
If this value is set to false, their positions in the Troops tab is where their designated row is. Meaning if you have a Wisp in Row 3, its current location in the Troops tab is where it would be if it be if it was in Row 3.
If this value is set to true, their positions in the Troops tab is where their row 1 is. Meaning if you have a Wisp in Row 3, upon starting battle, it will be pushed back in positioning relative to its Troops tab position, which is row 1.
That’s how it’d work~ -
I didn't download v1.06 but only v1.06a, so I'd like to know that, was that due to some mistakes of my fix posted here(apart from the obviously missing if (Imported.YEP_BattleEngineCore) in which I shouldn't have missed in the first place)? If that's the case, I'd apologize for posting a fix that has missed something :)Yesterday, an update was made to fix the very specific instant cast timing, but there was still something missing there, so now, that part should be fixed~
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Yeah, a slight error, but fixed nonetheless. :DI didn't download v1.06 but only v1.06a, so I'd like to know that, was that due to some mistakes of my fix posted here(apart from the obviously missing if (Imported.YEP_BattleEngineCore) in which I shouldn't have missed in the first place)? If that's the case, I'd apologize for posting a fix that has missed something :)
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I have a question regarding your Armor Scaling Plugin, Yanfly.
I thought using <Armor Penetration: 100%> would result in 100% of the damage (or at least something very close). This doesn't seem to be the case.
Which notetag would I have to use to deal 100% of the damage (so basically ignoring the enemy's defense). -
Enhanced TP
Features and How to Use:
The TP system in RPG Maker MV is rather limiting. A lot of the TP system is hardcoded in giving RPG Maker MV users very little control over how much TP gain a battler can receive from particular actions and situations. This plugin gives you the ability to adjust how much TP battlers will acquire various actions, different TP modes, and letting players selecting and pick what TP mode they want for each actor.
Plugin and Instructions: http://yanfly.moe/2016/01/08/yep-55-enhanced-tp/ -
Weeeeeeeeh! TP modes! You are beyond awesome Yanfly. This will be huge for my current project, thank you!
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It's working fine for me.I have a question regarding your Armor Scaling Plugin, Yanfly.
I thought using <Armor Penetration: 100%> would result in 100% of the damage (or at least something very close). This doesn't seem to be the case.
Which notetag would I have to use to deal 100% of the damage (so basically ignoring the enemy's defense).

Make sure you don't have any conflicting plugins.
And furthermore, there's a <Bypass Armor Scaling> notetag in there that does the same thing.