[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 74 of 309 View original ↗
  1. Thanks :)
    Not sure what was causing it but it works now!
  2. Darn... No Weakness/Resistance TP functions for TP Manager? Could have sworn you had that feature in the VXVA version. When you attacked a target with an element that it was weak to, the TP would go up. Same for being struck with an element that you're vulnerable to. TP would go down.

    Do you see those functions in a future update?
  3. Enhanced TP looks like another great, almost must-have addition to MV projects. Thank so much, Yanfly.
  4. thechancellor said:
    Darn... No Weakness/Resistance TP functions for TP Manager? Could have sworn you had that feature in the VXVA version. When you attacked a target with an element that it was weak to, the TP would go up. Same for being struck with an element that you're vulnerable to. TP would go down.

    Do you see those functions in a future update?
    Never had that one in the VX Ace version. However, you can do this with the 'Deal HP Dmg' parameter using the formulas.

    "this.calcElementRate(target) > 1.0 ? 20 : 0"

    If it hits an elemental weakness, the user gains 20 TP. If not, the user gains 0.
  5. Capture.PNG
    Oh look!! Its the yanFlyforce from "The Legend of Maker" Does anyone else get my reference? I know it's fairly poor but I paused the video at exactly this time and it looked hilarious to me...​
     ​
     ​
     ​
     ​
    EDIT: On a more serious note, is it possible to have more than 20 TP modes? Is there like a simple way to change the max or can we only have 20 because the plugin parameters only go to 20? I wanted to make an "Omega" form of each one, that could store more and/or get more TP per action, so I sorta wanted more spaces...

    EDIT2: Well, I made a list of the default ones to refer to when making note-tags, as I just realised its a pan to keep looking at the plugin parameters every two secs to find out what each one was... Or at least  do that...

    Spoiler
    1 - Stoic
    2 - Comrade
    3 - Warrior
    4 - Healer
    5 - Breaker
    6 - Booster
    7 - Slayer
    8 - Avenger(s Assemble? Like IronMan and Captain America?)
    9 - Winner
    10 - Coward
    11 - Daredevil
    12 - Caster
    13 - Tactitian
    14 - Sufferer
    15 - Dancer
    16 - Loner
    17 - (I made an "Elementalist" using Yanfly's elemental weakness bit in the post above)
  6. I didn't realize this before but <Swap Gauge 2:TP>  does no longer work, my character always has MP in menu. It used to work before so I think something changed with this?
  7. Kloe said:
    Oh look!! Its the yanFlyforce from "The Legend of Maker" Does anyone else get my reference? I know it's fairly poor but I paused the video at exactly this time and it looked hilarious to me...​
     ​
     ​
     ​
     ​
    EDIT: On a more serious note, is it possible to have more than 20 TP modes? Is there like a simple way to change the max or can we only have 20 because the plugin parameters only go to 20? I wanted to make an "Omega" form of each one, that could store more and/or get more TP per action, so I sorta wanted more spaces...

    EDIT2: Well, I made a list of the default ones to refer to when making note-tags, as I just realised its a pan to keep looking at the plugin parameters every two secs to find out what each one was... Or at least  do that...

    Spoiler
    1 - Stoic2 - Comrade

    3 - Warrior

    4 - Healer

    5 - Breaker

    6 - Booster

    7 - Slayer

    8 - Avenger(s Assemble? Like IronMan and Captain America?)

    9 - Winner

    10 - Coward

    11 - Daredevil

    12 - Caster

    13 - Tactitian

    14 - Sufferer

    15 - Dancer

    16 - Loner

    17 - (I made an "Elementalist" using Yanfly's elemental weakness bit in the post above)
    More TP Modes will be an extension plugin coming out this Sunday. The reason why I didn't add all the way up to 100 TP modes at first is because that'd push the amount of lines for the plugin to well over 10k. Since not everybody's going to be using more than 20 at a time, I decided to cut down on bulk and make it optional for how many TP Modes can be added.

    Tuomo L said:
    I didn't realize this before but <Swap Gauge 2:TP>  does no longer work, my character always has MP in menu. It used to work before so I think something changed with this?
    KF3DKvp.jpg

    I'm having no problems.
  8. @Yanfly

    I'm not sure if you saw my post in your site a couple days ago, but there is a graphical bug when you use CTB along with default item/skill windows in battle. In the Battle Engine Core parameters, Windows Settings, set the Lower Windows to “false”. When you open the skill or the item window in battle, the battlers faces from the CTB turn order stay on top of the skills/items names and costs/quantity.
  9. Yanfly said:
    More TP Modes will be an extension plugin coming out this Sunday. The reason why I didn't add all the way up to 100 TP modes at first is because that'd push the amount of lines for the plugin to well over 10k. Since not everybody's going to be using more than 20 at a time, I decided to cut down on bulk and make it optional for how many TP Modes can be added.

    KF3DKvp.jpg

    I'm having no problems.
    That's strange, the <Swap Gauge 2:TP>  doesn't work for me, it used to work for me earlier though.
  10. I have a suggestion about the Event Chase Player which I expect may be updated soon depending on the stealth plugin's votes. It appears that we cannot adjust the volume/pitch/pan of the sounds. If I'm playing on headphones too, the sound seems to only come out of one side at a high volume.
  11. YEP_BuffsStatesCore is still showing the turns when I make "Show Turns" false. Anyone else with this problem?
  12. Edit:

    Never mind... :)

    Not important enough to bother you with at the moment.
  13. BloodletterQ said:
    I have a suggestion about the Event Chase Player which I expect may be updated soon depending on the stealth plugin's votes. It appears that we cannot adjust the volume/pitch/pan of the sounds. If I'm playing on headphones too, the sound seems to only come out of one side at a high volume.
    Sure, I'll get those settings added later.

    Leetstuff said:
    YEP_BuffsStatesCore is still showing the turns when I make "Show Turns" false. Anyone else with this problem?
    I'll get this fixed by tonight~
  14. I'm using the newest versions of the Battle Engine Core and Galenmereth's Mouse System EX and I'm having a compatibility issue. When I turn on visual enemy select in the BEC and "select on mouseover" in MSE, visual selecting is disabled and only the arrow keys can be used to choose a target. Turning on BEC's "select on mouseover" for visual enemy select doesn't fix the issue. I understand if this isn't going to be fixed, but if it isn't, what code would I need to change to do it myself?

    I also have a feature request for the Battle Engine Core: "reverse party sprite priority" or something similar. I want to create something like Golden Sun's battle perspective, but I can't because the last character in the party currently has their sideview sprite drawn last, which puts it over the other characters. The only way to do this atm is to set up the sprites to be drawn from the right instead of the left, which feels awkward because it puts the party leader in the back.
  15. Porcelain said:
    I'm using the newest versions of the Battle Engine Core and Galenmereth's Mouse System EX and I'm having a compatibility issue. When I turn on visual enemy select in the BEC and "select on mouseover" in MSE, visual selecting is disabled and only the arrow keys can be used to choose a target. Turning on BEC's "select on mouseover" for visual enemy select doesn't fix the issue. I understand if this isn't going to be fixed, but if it isn't, what code would I need to change to do it myself?

    I also have a feature request for the Battle Engine Core: "reverse party sprite priority" or something similar. I want to create something like Golden Sun's battle perspective, but I can't because the last character in the party currently has their sideview sprite drawn last, which puts it over the other characters. The only way to do this atm is to set up the sprites to be drawn from the right instead of the left, which feels awkward because it puts the party leader in the back.
    Unfortunately, I won't be helping with the Mouse System. I have this listed on the front page:

    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.
    As for the "sprite priority order" and party appearance order, please check your settings before asking something like this:

    Sz8uz4H.jpg

    h0VdufN.jpg

    The options for you to edit are already there.
  16. Skill Core >> Limited Skill Uses

    Features and How to Use




    This is an extension plugin for the Skill Core plugin. This plugin enables you to set a limited amount of times certain skills (or all skills) can be used per battle or ever. This adds a different type of skill currency and balance mechanic in limiting the amount of times a skill can be used without directly having alter MP, TP, or the like.

    Plugin and Instructions: http://yanfly.moe/2016/01/09/yep-56-limited-skill-uses/
  17. Yanfly said:
    Unfortunately, I won't be helping with the Mouse System. I have this listed on the front page:

    As for the "sprite priority order" and party appearance order, please check your settings before asking something like this:

    The options for you to edit are already there.
    This issue I'm having isn't with enemies being drawn over the party, or the party being drawn over enemies. It's with the player characters being drawn over each other in the wrong order. All settings in the BEC for sprite priority have the last character in the party drawn last, which isn't the right perspective for a backview system. In a backview, the last character in the party should have their sideview sprite drawn first.

    You can use the sprite home position x/y to get the right perspective, but this reverses the party order so that the party leader is furthest to the right, which looks awkward.

    It's currently impossible to have a proper backview perspective with proper party order.
  18. Somehow I think some experience with Javascript may allow for FFI/FFVII style MP.
  19. If I were to create a variable in a piece of equipment (like the glory mechanic from tips and tricks) would I be able to call and manipulate it as if it were a normal game variable? (such as emptying the variable when a skill is used or using it in the damage formula)
  20. Are the reapplying rules in the Buffs/States core supposed to apply to both buffs and states? They only apply to states for me. I can still keep buffs up forever, even with the rules set to ignore.