[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 75 of 309 View original ↗
  1. Porcelain said:
    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.
    No they don't. The sprites reposition their priority based on whichever sprite has a higher Y.

    eCLHo21.jpg

    Most likely, you have a conflicting plugin.

    Lowell said:
    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)
    If you are to do that, then the glory variable cannot be a local variable if you want to reference it.

    Porcelain said:
    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.
    They're only supposed to apply to states, which is why they're in a separate section labeled "State Settings". Buffs are different than states and will always be reapplied to whatever you designate as their turn count through the skill traits.
  2. Yanfly said:
    No they don't. The sprites reposition their priority based on whichever sprite has a higher Y.

    eCLHo21.jpg

    Most likely, you have a conflicting plugin.

    If you are to do that, then the glory variable cannot be a local variable if you want to reference it.

    They're only supposed to apply to states, which is why they're in a separate section labeled "State Settings". Buffs are different than states and will always be reapplied to whatever you designate as their turn count through the skill traits.
    hey yanfly there seem to be a problem when using <Cast Animation: x> and <Custom Replace Attack>

    when using <Custom Replace Attack> it stops the <cast animation> of the skill combined from working

    can you please take a look and maybe edit this (or even try and correct it in the plugin)......

    <Custom Replace Attack>

    if (user.tp == 99 && user.isLearnedSkill(26)) {

    id = 26;

    } else {

    id = 0;

    }

    </Custom Replace Attack>
  3. The battle status window allows players to choose between actors in DTB with button press of left and right, right? Is there a way to do this with a mouse as well, such as clicking a portrait of the hero you want to use?
  4. Hello!!! How do you create a skills "Jump" as the Dragoons of Final Fantasy ???

    Notetag that I set ???
  5. sirkos said:
    hey yanfly there seem to be a problem when using <Cast Animation: x> and <Custom Replace Attack>

    when using <Custom Replace Attack> it stops the <cast animation> of the skill combined from working

    can you please take a look and maybe edit this (or even try and correct it in the plugin)......

    <Custom Replace Attack>

    if (user.tp == 99 && user.isLearnedSkill(26)) {

    id = 26;

    } else {

    id = 0;

    }

    </Custom Replace Attack>
    Attack and Guard skills do not trigger cast animations as per the code. Replace Attack and Replace Guard skills also count as attack and guard skills, so they do not trigger cast animations. This is working as intended. If you wish to make it play an animation, you'll have to do it with an action sequence using the ANIMATION X sequence.

    Tuomo L said:
    The battle status window allows players to choose between actors in DTB with button press of left and right, right? Is there a way to do this with a mouse as well, such as clicking a portrait of the hero you want to use?
    This hasn't been implemented yet, but I can look into that in the future.

    Lionheart_84 said:
    Hello!!! How do you create a skills "Jump" as the Dragoons of Final Fantasy ???

    Notetag that I set ???
    There is no way to do this yet with my plugins.
  6. Yanfly, I wanted to ask you something regarding your Enhanced TP plugin. Is it possible to make skills with notetags that make you gain TP if you have a certain TP Mode equipped?
  7. S17R said:
    Yanfly, I wanted to ask you something regarding your Enhanced TP plugin. Is it possible to make skills with notetags that make you gain TP if you have a certain TP Mode equipped?
    I havent tested this one, but you can try putting this into the damage formula:(a.tpModeId() == x) ? a.gainTp(y) : a.gainTp(z); [your regular formula here]

    Change x to the id of the TP Mode

    Change y to the TP gained in TP Mode x

    Change z to the TP gained in TP Mode other than x

    EDIT: small fix to the formula.
  8. I'm having the weirdest bug with Regions restrictions (it's aways weird around me).

    I have some rooftops that will be covered by paralax (the paralax is not on yet so it's not the problem).

    The problem is, my characters are getting locked up in the region restriction, worse than that, they can go further into the building but not out of it!

    Here a video showing the problem...
  9. I've been thinking about this but can't come up with any real way to figure out how to do this but how would one go about setting up Gab Windows/Gab Audio to play ONLY when a critical happens and for each character to have a different one kinda like in Fire Emblem Awakening? I tried to figure this out and failed. Used Bob's call common event on critical script but that limits me to one character and one event so that doesn't really help. Any thoughts would be highly appreciated from anyone, not just Yanfly. Thanks.
  10. Yanfly said:
    No they don't. The sprites reposition their priority based on whichever sprite has a higher Y.

    Most likely, you have a conflicting plugin.
    Oh, there's the problem. I have all of my battlers with the same Y coordinate, since they're in a line at the bottom right of the screen.

    I'll just have each character 1 pixel higher than the last one and position the sprites to compensate. Thanks.

    Quick question. What are the rules for how spell and skill gfx are drawn in YEP? Are they always drawn on top of everything? Is there a way to have them drawn on top of enemies, but below characters if they're being used on an enemy? I'm asking because it would look weird if something like this was drawn on top of the player party.
  11. jvcscasio said:
    I'm having the weirdest bug with Regions restrictions (it's aways weird around me).

    I have some rooftops that will be covered by paralax (the paralax is not on yet so it's not the problem).

    The problem is, my characters are getting locked up in the region restriction, worse than that, they can go further into the building but not out of it!

    Here a video showing the problem...
    You have directional lock on your tiles. Place multiple layers on them. The allowed restrictions allow you to move into them, but the they are still bound by the rules of the non-restricted regions which means you need tiles on them, too.

    Zakary93 said:
    I've been thinking about this but can't come up with any real way to figure out how to do this but how would one go about setting up Gab Windows/Gab Audio to play ONLY when a critical happens and for each character to have a different one kinda like in Fire Emblem Awakening? I tried to figure this out and failed. Used Bob's call common event on critical script but that limits me to one character and one event so that doesn't really help. Any thoughts would be highly appreciated from anyone, not just Yanfly. Thanks.
    If you're familiar with JavaScript, you can use the Critical Control plugin to detect which actor is attacking and play the proper common event in reference to which actor is attacking.

     

    Porcelain said:
    Oh, there's the problem. I have all of my battlers with the same Y coordinate, since they're in a line at the bottom right of the screen.

    I'll just have each character 1 pixel higher than the last one and position the sprites to compensate. Thanks.

    Quick question. What are the rules for how spell and skill gfx are drawn in YEP? Are they always drawn on top of everything? Is there a way to have them drawn on top of enemies, but below characters if they're being used on an enemy? I'm asking because it would look weird if something like this was drawn on top of the player party.
     

    Yeah, for the best effect, it'd be best to have them 1 pixel above. If I remember right, Golden Sun had them on a slight slant, too.

     

    Spells and animation graphics rules are actually unchanged by YEP. By default, they are always played on top of the battlers due to how priority rulings work for Pixi. To replicate Golden Sun's system, you'll have to be revamping the Spriteset_Battle.
  12. Hey Yanfly, I have some across one problem with the Party System plugin. Whenever I put more than 6 battlers, they seem to be zoomed up, but when I have 5 or less, they're positioned normally. I tried messing with the battle core sideview battler's Y Pos but that doesn't seem to work.
  13. Riff said:
    I havent tested this one, but you can try putting this into the damage formula:

    (a.tpModeId() == x) ? a.gainTp(y) : a.gainTp(z); [your regular formula here]

    Change x to the id of the TP Mode

    Change y to the TP gained in TP Mode x

    Change z to the TP gained in TP Mode other than x

    EDIT: small fix to the formula.
    Wow, just finished testing and it works like a charm. Thank you so much for the quick answer!
  14. Yanfly said:
    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/
    I was waiting on this plugin to start working on my project again! My focus has been regained just by watching this. Thank you :)
  15. Lionheart_84 said:
    Hello!!! How do you create a skills "Jump" as the Dragoons of Final Fantasy ???

    Notetag that I set ???
    Well, it is being worked on, in the Yanfly's Action Sequence thread, so I'd check there, I cant remember if they've worked it all out yet, but I remember they were pretty close to getting it!
  16. Vinnie_xD said:
    Hey Yanfly, I have some across one problem with the Party System plugin. Whenever I put more than 6 battlers, they seem to be zoomed up, but when I have 5 or less, they're positioned normally. I tried messing with the battle core sideview battler's Y Pos but that doesn't seem to work.
    Care to elaborate? I'm not sure what you mean. Post screenshots to compare the two if possible.
  17. Vinnie_xD said:
    Hey Yanfly, I have some across one problem with the Party System plugin. Whenever I put more than 6 battlers, they seem to be zoomed up, but when I have 5 or less, they're positioned normally. I tried messing with the battle core sideview battler's Y Pos but that doesn't seem to work.
    Also, I recommend trying the SV_Battler Position plugin, since it helps you position battlers more accurately which makes it neater and better looking in my mind, alternatively, I'd recommend Yanfly's Row Position-y plugin, (cant remember name) which could help neaten it up, since 6 battlers dont fit very well on a diagonal in one row!
  18. Yanfly said:
    Care to elaborate? I'm not sure what you mean. Post screenshots to compare the two if possible.
    It was not like this in my previous MV Game but here are the screenshots:

    Spoiler
    As you can see here, it seems to be positioned normally.Xarkmmh.png
    Spoiler
    In this screenshot, I decide to use a party of 7. Notice how it seems to be positioned up by a bit and to the right by bit?kHcWw6C.png
    @Kloe, since this forum is slightly different to the one I usually browse, I might try that idea of yours. 
  19. Where is the zooming? I don't see any zooming. If you're talking about the Y position, that's a completely different thing.

    If the Y Position isn't working, that's probably because you're changing the Y position and going straight into test battle without saving in between. If you don't save, plugin parameter changes aren't saved either, so it will appear as if there are no changes.

    If you make the change and it still doesn't work, then you have another conflicting plugin. Turn off all the non-Yanfly plugins and it should be working fine.
  20. Yanfly said:
    Where is the zooming? I don't see any zooming. If you're talking about the Y position, that's a completely different thing.

    If the Y Position isn't working, that's probably because you're changing the Y position and going straight into test battle without saving in between. If you don't save, plugin parameter changes aren't saved either, so it will appear as if there are no changes.

    If you make the change and it still doesn't work, then you have another conflicting plugin. Turn off all the non-Yanfly plugins and it should be working fine.
    Oops, I was talking about the position but I guess I put zoom but accident since I was really tired last night.

    Hm, I did save the plugins, saved my progress and went into testing mode.

    I have managed to figure it out, I was using a conflicting, non-Yanfly plugin. Thanks again!

    Edit: I see the problem actually. It wasn't any non-Yanfly plugins but the Row formation itself. I'll try to mess with the settings to see if that works. I had to change the Center Row parameter's 16 value into 120.