[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 81 of 309 View original ↗
  1. Aidensmercy said:
    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
    h9DfnOV.png
    I don't take requests as stated in the front of the thread:

    THIS THREAD WILL BE USED FOR UPDATES AND BUG REPORTS!This thread is NOT a request thread.
    However, this is something I've already made before in the past, to which, I do suggest you take some time to look through my plugin library on my website or on the first post of this thread which you seemed to have skipped over. You'll find it under Skill Cost Items. If it isn't what you're looking for, I suggest you go to this forum's request section here: http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/

    Roguedeus said:
    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.
    That was a mistake of mine. I meant to type in "target" for the description there instead of the "user" which I was using to reference a custom type of calculation.

    If you'd like for it to alter the limited costs of other skills the actor may have, you'd have to use this Lunatic mode line:

    user.paySkillLimitedUseCost(skill_id, -value);
  2. I'm confused. What does and what doesn't work with the "if" statement in the action sequence pack? I made a "if user.isStateAffected(x)" and it worked perfectly", but when I made a "if user.mp > x" I keep getting Type Error.
  3. killerfer said:
    I'm confused. What does and what doesn't work with the "if" statement in the action sequence pack? I made a "if user.isStateAffected(x)" and it worked perfectly", but when I made a "if user.mp > x" I keep getting Type Error.
    Everything should be able to work with the if statement with the action sequence pack. Do post what error you're getting and your action sequence if you want me to be able to find out what's wrong with it.
  4. Yanfly said:
    That was a mistake of mine. I meant to type in "target" for the description there instead of the "user" which I was using to reference a custom type of calculation.

    If you'd like for it to alter the limited costs of other skills the actor may have, you'd have to use this Lunatic mode line:

    user.paySkillLimitedUseCost(skill_id, -value);
    Would calling:

    user.alterLimitedUses($dataSkills[100],user);Use the the note tag of skill ID:100...

    <SType x Limited Uses: +y>...to adjust the users limited uses by type?

    There are a LOT of skills that would need to be adjusted using the method you pointed out. :)

    edit:

    Hmmm, just tried... It appears not... :D
  5. Yanfly said:
    Have fun everybody!
    Fantastic. This goes great with the skill cost items plugins :) can do some excellent things with those two put together and a good loot/gathering system. Desynthesis will only make it better also when we get around to it :) Any thoughts on a gathering system? Thanks for this one!
  6. Roguedeus said:
    Would calling:

    user.alterLimitedUses($dataSkills[100],user);Use the the note tag of skill ID:100...

    <SType x Limited Uses: +y>...to adjust the users limited uses by type?

    There are a LOT of skills that would need to be adjusted using the method you pointed out. :)

    edit:

    Hmmm, just tried... It appears not... :D
    It's strictly the skill ID. If you want to get everything of a particular skill type, you'd have to dive in further to do so:

    Code:
    var n = the skill type ID you want to use;var value = the amount you want to change it by;for (var i = 0; i < user.skills().length; ++i) {  var skill = user.skills()[i];  if (!skill) continue;  if (skill.stypeId === n) {    user.paySkillLimitedUseCost(skill.id, value);  }}
  7. Ilan14 said:
    I think the Yanfly's Skill Cost Items Plugin should do the trick perfectly.
    Oh wow, I guess I should do a bit more research before I post hahaha, thank you for pointing out this to me.

    Sorry yanfly, I must have missed that, but it turns out you already made the plugin, sorry for wasting your time.

    BUT, Thank you for all these plugins! It's an amazing compilation of plugins.
  8. Yanfly said:
    It's strictly the skill ID. If you want to get everything of a particular skill type, you'd have to dive in further to do so:

    var n = the skill type ID you want to use;var value = the amount you want to change it by;for (var i = 0; i < user.skills().length; ++i) { var skill = user.skills(); if (!skill) continue; if (skill.stypeId === n) { user.paySkillLimitedUseCost(skill.id, value); }}


    Thanks for the clarification.

    I've been trying to use your original suggestion, and its simply not working... Is there a specific lunatic mode not tag I should be using, or will any one do?

    Here is the note tag I'm using to verify utility:

    <Custom Skill 235 Limited Uses>user.paySkillLimitedUseCost(235, -1);user.paySkillLimitedUseCost(240, -2);value = 0;</Custom Skill 235 Limited Uses>Skill 235 is the one being used. Trying to remove 2 total uses from it, and 2 uses from skill 240.

    Neither extra use cost is deducted. Skill 235 simply loses 1 use, as normal.

    Note: I have not tried to stypeId solution above yet.
  9. Yanfly said:
    Everything should be able to work with the if statement with the action sequence pack. Do post what error you're getting and your action sequence if you want me to be able to find out what's wrong with it.
    This is what I added:

    if user.mp > 50 MP -5%: user, show damage rate: 150%elseendAnd this is what I get:

    qNK8erp.png

    I tried putting the user.mp > 50 between parenthesis, but that didn't work out either. I did manage to make a workaround to this trough the "eval: code" command, but I had to use a variable. Is this a bug in the plugin or am I typing something wrong? Because in the eval I typed the same thing and it worked.
  10. I'm not sure if you knew already but the Core Plugin is having trouble scaling Battlebacks. See the attachment for proof.

    Also if it would help, I have the game running at 1920x1080 (for me anyway, I have a plugin that sets the game resolution depending on the ratio of the users desktop resolution).

    scaling error.PNG
  11. killerfer said:
    This is what I added:

    if user.mp > 50 MP -5%: user, show damage rate: 150%elseendAnd this is what I get:

    qNK8erp.png

    I tried putting the user.mp > 50 between parenthesis, but that didn't work out either. I did manage to make a workaround to this trough the "eval: code" command, but I had to use a variable. Is this a bug in the plugin or am I typing something wrong? Because in the eval I typed the same thing and it worked.
    Thanks I'll get this fixed tonight.

    StarWarrior00 said:
    I'm not sure if you knew already but the Core Plugin is having trouble scaling Battlebacks. See the attachment for proof.

    Also if it would help, I have the game running at 1920x1080 (for me anyway, I have a plugin that sets the game resolution depending on the ratio of the users desktop resolution).
    Did you update the Core Engine plugin? This issue should have been fixed a long time ago and I haven't received any reports about it for a long time either.
  12. Yanfly said:
    Did you update the Core Engine plugin? This issue should have been fixed a long time ago and I haven't received any reports about it for a long time either.
    Ah yes, indeed I was using an outdated plugin. The problem has now been fixed.
  13. I have a slight issue with the sideview animated battlers script.

    buff-state%20test.png

    As shown in this screenie, the buff/state icons appear way above the enemy battlers. I presume this is because my battles have a lot of 'dead space' above them due to the tall 'cast' animation but is there a way to manually adjust where the buff/state icons appear?

    I've tried using the <Sideview Height: x> tag with values from 2 to 5000, but as far as I can tell it does nothing.

    This screenshot was taken with only these plugins active

    -Core Engine v1.11

    -Battle Engine Core v1.28c

    -Animated Sideview Enemies v1.04

     

     

    Secondly, just a small question, but is there any way using your plugins to change the 'SV motion' states use? The default choices of 'normal', 'Abnormal', 'sleep' and 'dead' is highly restrictive.
  14. Hey Yanfly,

    So I know that this would involve breaking down the code a bit, but I was wondering how to completely skip the Command Window in the ItemSynthesis scene. I want the selecting cursor to automatically go to the "Craft Item" portion, starting the scene with the player selecting from the list of Items available for synthesizing. I want this because I only plan on having the player craft Items, never weapons or armor, and it would be kindof odd to keep having a window say "Craft Item" and "Finish" if they are only ever going to craft Items.

    Please either quickly come up with an alternate version I could use, or just tell me which things I can change myself to get what I am looking for (I determined how to remove the window itself, and get the scene to end while cancelling on the list window, but I cant figure out how to go directly to the Craft Item list window from startup..)

    Thanks!
  15. Is it possible to modify the GabWindow's plugin and add an option Map/Battle X location?

    Spoiler


  16. Victory Aftermath >> Aftermath Level Up

    Features and How to Use




    This plugin is an extension plugin for the Victory Aftermath plugin. This adds a level up section to the Victory Aftermath sequence to show the individual parameter changes the actor has acquired in addition to skills that the actor may have learned. This segment will be omitted if there are no actors to level up or if the game has the segment disabled. When there are multiple actors leveling up, the Victory Aftermath will cycle through each of the actors.

     

    Plugin and Instructions: http://yanfly.moe/2016/01/16/yep-59-aftermath-level-up/
  17. ShadowHawkDragon said:
    I have a slight issue with the sideview animated battlers script.

    buff-state%20test.png

    As shown in this screenie, the buff/state icons appear way above the enemy battlers. I presume this is because my battles have a lot of 'dead space' above them due to the tall 'cast' animation but is there a way to manually adjust where the buff/state icons appear?

    I've tried using the <Sideview Height: x> tag with values from 2 to 5000, but as far as I can tell it does nothing.

    This screenshot was taken with only these plugins active

    -Core Engine v1.11

    -Battle Engine Core v1.28c

    -Animated Sideview Enemies v1.04

     

     

    Secondly, just a small question, but is there any way using your plugins to change the 'SV motion' states use? The default choices of 'normal', 'Abnormal', 'sleep' and 'dead' is highly restrictive.
    Ah, I just fixed the issue with the state icons last night. Give it an update and see if it fixes it. :)

    As for the SV motion that states use, unfortunately, the way it's handled by the MV source code restricts it just those four (which is stupid in my opinion). I'll make an update in the future which will allow modification of that.

    wrigty12 said:
    Hey Yanfly,

    So I know that this would involve breaking down the code a bit, but I was wondering how to completely skip the Command Window in the ItemSynthesis scene. I want the selecting cursor to automatically go to the "Craft Item" portion, starting the scene with the player selecting from the list of Items available for synthesizing. I want this because I only plan on having the player craft Items, never weapons or armor, and it would be kindof odd to keep having a window say "Craft Item" and "Finish" if they are only ever going to craft Items.

    Please either quickly come up with an alternate version I could use, or just tell me which things I can change myself to get what I am looking for (I determined how to remove the window itself, and get the scene to end while cancelling on the list window, but I cant figure out how to go directly to the Craft Item list window from startup..)

    Thanks!
    That you'll to do a custom modification for.

    Fatalys93 said:
    Is it possible to modify the GabWindow's plugin and add an option Map/Battle X location?

    Spoiler
    kv0aU0O.jpg

    9TsriUw.png
    There's no method currently to modify the X position of the Gab Window.
  18. Yanfly said:
    That you'll to do a custom modification for.
    Yeah, I figured that. Could you just point me at what controls where the selection gets placed initially in order to place it in the item list instead? I'm not good with selectables, etc yet..
  19. Yanfly said:
    Ah, I just fixed the issue with the state icons last night. Give it an update and see if it fixes it. :)
    Seriously, you're a mind ready, that's twice now :p

    So far all's good, my knights all look nice and proud with their newly positioned states  :D

    I look forward to the future where we can change state SV motions at will BD
  20. Yanfly, I apologize for the my issue/question taking more time than either of us expected. I am not new to code (having written extensive Ruby scripts for VXAce) so if I am doing something obviously wrong I am totally missing it.

    If anyone else sees my mistake, please tell me. :)

    Yanfly said:
    If you'd like for it to alter the limited costs of other skills the actor may have, you'd have to use this Lunatic mode line:
     
    user.paySkillLimitedUseCost(skill_id, -value);
    I may not have been clear in my last post. But this solution doesn't seem to work.

    16_0116_limitesUses_issue_1.PNG
     
    The skill being used is skill:235. That note tag should be removing an extra use, asn removing 2 uses from skill:240, but neither happens.
    skill:235 simply loses one use (as normal). Nothing more.

     

    Yanfly said:
    It's strictly the skill ID. If you want to get everything of a particular skill type, you'd have to dive in further to do so:

    var n = the skill type ID you want to use;var value = the amount you want to change it by;for (var i = 0; i < user.skills().length; ++i) { var skill = user.skills(); if (!skill) continue; if (skill.stypeId === n) { user.paySkillLimitedUseCost(skill.id, value); }}

     
    Trying this one, fails as well.
     
    16_0116_limitesUses_issue_1b.PNG
     
     
    I asked if there was a specific lunatic note tag I should be using. But after trying the most obvious (from Limited Uses), I tried the more generic (from Skill Core)... None have worked.

    I didn't want to suggest making even more work for you, but this difficulty has me wondering if it wouldn't simply be easier for you to add user versions of the note tags that already alter uses for targets of the action?

    Again, thanks for your time. I know it's at a premium.