I just realised something I forgot to ask ages ago.
If you use "names" in your message system for ace, together with a dim background setting, the name box will reflect that too, however, last time I checked in the one for MV, it has the default box appearance even when the actual textbox is with a dim background, which is a bit irritating. My apologies if that was fixed/changed already.
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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Message Core:
There seems to be an issue when using a Show Text command with the 'Middle' location, just before calling the Input Number command.
ReferenceError: messageY is not defined at Window_NumberInput.updatePlacement (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_MessageCore.js:764:8) at Window_NumberInput.start (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/rpg_windows.js:3972:10) at Window_Message.startInput (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/rpg_windows.js:4442:28) at Window_Message.onEndOfText (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/rpg_windows.js:4427:15) at Window_Message.updateMessage (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/rpg_windows.js:4418:18) at Window_Message.update (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/rpg_windows.js:4306:25) at file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/rpg_core.js:5726:19 at Array.forEach (native) at WindowLayer.update (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/rpg_core.js:5724:19) at file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/rpg_scenes.js:112:19Turning Messag Core off, or moving the Show Text to 'Top' or 'Bottom' stops the error.
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This was a design choice I've made due to other window backgrounds maintaining their background format while the main message window is Transparent or Dim.I just realised something I forgot to ask ages ago.
If you use "names" in your message system for ace, together with a dim background setting, the name box will reflect that too, however, last time I checked in the one for MV, it has the default box appearance even when the actual textbox is with a dim background, which is a bit irritating. My apologies if that was fixed/changed already.

However, seeing as this was asked more than once, I'll include this as a feature in the future. Not for the main Message Core (since that plugin's already bloated enough), but for the Extended Message Options coming in the future assuming it makes it to the winner list (which it most likely will since it's in #2).
Thanks! I'll get that fixed by tonight.Message Core:
There seems to be an issue when using a Show Text command with the 'Middle' location, just before calling the Input Number command.
16_0115_yanflyMessage_issue_1b.PNG
ReferenceError: messageY is not defined at Window_NumberInput.updatePlacement (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_MessageCore.js:764:8) at Window_NumberInput.start (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/rpg_windows.js:3972:10) at Window_Message.startInput (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/rpg_windows.js:4442:28) at Window_Message.onEndOfText (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/rpg_windows.js:4427:15) at Window_Message.updateMessage (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/rpg_windows.js:4418:18) at Window_Message.update (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/rpg_windows.js:4306:25) at file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/rpg_core.js:5726:19 at Array.forEach (native) at WindowLayer.update (file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/rpg_core.js:5724:19) at file:///X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/rpg_scenes.js:112:19Turning Messag Core off, or moving the Show Text to 'Top' or 'Bottom' stops the error.
16_0115_yanflyMessage_issue_1.PNG
16_0115_yanflyMessage_issue_1c.PNG
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Item Synthesis
Features and How to Use
Item synthesis is now a pretty common aspect of most RPG's where the player can craft their own items after acquiring recipes. This plugin enables your players to be able to do that after acquiring the said recipes. Recipes can come in the form of items, weapons, and/or armors and transcribed in them are what items, weapons, and/or armors they can make. These items can be made from the main menu and/or synthesis locations!
Plugin and Instructions: http://yanfly.moe/2016/01/15/yep-58-item-synthesis/
Have fun everybody! -
Cool plugin ^^
Will it be possible to make different crafting categories in the future ? Like Blacksmith, Cooking, alchemy etc? -
Woooo, synthesis! Thanks, yet again Yanfly! Can't wait to waste countless hours playing with this one! ^_^
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Hi, Yanfly! That Synthesis plugin looks pretty good! But just one question:
Would it be possible to make an option to mask some items and not-mask others? -
@IIan14: I'm assuming you could use the "rename" option to unmask them by just naming them what the item you're crafting actually is. Refer to about 10:30ish in the video.
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@IIan14: I'm assuming you could use the "rename" option to unmask them by just naming them what the item you're crafting actually is. Refer to about 10:30ish in the video.
Oh yeah! I guess I could do that! XD
Thanks! -
Hi Yanfly
I want to know if it's a bug or normal behaviour. (It's about your Job Point Plugins)
I try to create an item that give 100 JP point when player use it. So I put the Notetag in my item <JP Gain:100>
But When I used the item on the player, no JP are added to his pool.
Is this a bug? or the items could only use in Battle?
thank you in advance for your great support :) -
Hey Yanfly, is there a way to keep the State Messages in the BattleEngineCore? The battle seems too fast and sometimes is hard to understand when the character gets inflicted or recovers from a state. Hime's State Changes animation helps, but it would be nice to have it said on the battle log. Thanks!
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@Val use <Target JP Gain: 100> instead
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Thank you so much for your Item Synthesis plugin, Yanfly! This is exciting.
Question: Is there any way to see how crafting a particular Weapon or Armour will affect the party members' stats, before you craft it? -
@Val use <Target JP Gain: 100> instead
@Leetstuff there is a parameter in Battle Engine Core called Show state text, currently its set to false, if you change this to true does it give you what you need? -
It workkkkk thak you :)@Val use <Target JP Gain: 100> instead
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Crafting an Item costs more than specified for some reason.
I used gold: 10 and it behaves like I wrote gold: 100.
I saw the same behavior in your video. Somewhere around minute 7:30 you craft a potion. There it's saying that it's costing 50 gold to craft but you are losing more than 1000 gold. -
Yes, in the future I'll add categories for that.Cool plugin ^^
Will it be possible to make different crafting categories in the future ? Like Blacksmith, Cooking, alchemy etc?
I'll add that in for a future extension plugin. The synth plugin is pretty big as is.Thank you so much for your Item Synthesis plugin, Yanfly! This is exciting.
Question: Is there any way to see how crafting a particular Weapon or Armour will affect the party members' stats, before you craft it?
Huh, I'll go check that out.Crafting an Item costs more than specified for some reason.
I used gold: 10 and it behaves like I wrote gold: 100.
I saw the same behavior in your video. Somewhere around minute 7:30 you craft a potion. There it's saying that it's costing 50 gold to craft but you are losing more than 1000 gold. -
Hey there Yanfly, I was wondering if you take in requests for your upcoming plugins.
and if you do, I have one that I would love to see made and even made a mock up picture to help explain, just in case!
I would love to see the "Alchemy" system from Secret of Evermore.
for everyone that hasn't played the game, basically the game did not have MP for magics, instead you used ingredients you found around the world to mix and match to use your magics.
here's the picture i made to kind of show what i'm talking about.
in this picture, the skill "Flame Slash" requires you to have 1 Flint and 2 Oil in your inventory to use it.
Spoiler
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LimitedSkillUses:
I'm a bit confused... The lunatic mode suggests that it should be possible to manipulate the users limited uses but it actually applies only to targets.
* <Custom SType x Limited Uses> * value += user.level; * </Custom SType x Limited Uses> * The 'value' variable is the number of uses the user will gain for all * Limited Use skills of skill type x.
Is there no way to make an action use up limited uses of the users other actions, rather than just targets??
Specifically, I am trying to group skills so that they effectively share the same pool of uses (if one skill is used all grouped skills lose uses)
Thanks for your time!
edit:
I was trying to do this via Skill Types, as it will effect entire sets of skills. Rather than a few related ones. -
I think the Yanfly's Skill Cost Items Plugin should do the trick perfectly.Hey there Yanfly, I was wondering if you take in requests for your upcoming plugins.
and if you do, I have one that I would love to see made and even made a mock up picture to help explain, just in case!
I would love to see the "Alchemy" system from Secret of Evermore.
for everyone that hasn't played the game, basically the game did not have MP for magics, instead you used ingredients you found around the world to mix and match to use your magics.
here's the picture i made to kind of show what i'm talking about.
in this picture, the skill "Flame Slash" requires you to have 1 Flint and 2 Oil in your inventory to use it.
Spoiler