[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 86 of 309 View original ↗
  1. Lowell said:
    Trying to get TP Modes to start with 50% of the bar filled, but I keep getting gradient errors when I use a.maxTp * 0.5 or if I divide by 2



    You need a () after that maxTp.
  2. Button Common Events


    Features and How to Use










    This plugin enables you to bind common events to the individual buttons on your keyboard. Instead of having the standard Z for OK and X for cancel, you can make other keys work differently. With the exception of important keys that shouldn't be altered, nearly full access is given across the span of the keyboard.


    Plugin and Instructions: http://yanfly.moe/2016/01/23/yep-061-button-common-events/ 
  3. Been waiting for this one. Do you know if I can get a picture to show up in the background when I have the menu on? It's intended to be a background.
  4. EDIT: Deleting all the nonsense I was capable of solving on my own.


    All that remains is:


    1) THANK YOU!  I've been voting for this plugin for as long as I can remember, and I'm floored.  Dreams really do come true!


    2)When scanning through the code, I saw:


    backSlash: Number(Yanfly.Parameters['Key \\']),


    I figured that should only be one \.  But I might be mistaken - just thought I'd mention it.



    Thank you as always.  YOU'RE A GOD!!!!
  5. Yanfly said:
    You need a () after that maxTp.

    Thanks for that, works like a charm now.
  6. Why limit such a good plugin only to Scene Map? It wouldn't be nice to allow it during Scene Battle?


    Anyway, glad to see this wonderful plugin released, I was hoping it will be chosen since the first time I voted for it.


    Goog job, as always.
  7. Having Keyboard config and button common events, the common events are shown as "ok" as well. Is there a way to map these common events too, just the way as you can regular buttons this way?
  8. Not sure if it's been reported yet, but there is a serious crash that occurs with the victory aftermath level up plugin. If I have "EXP for Reserve Members" checked in the system I get the following error when it goes to show the reserve members level up.

    View attachment levelupctd.jpg
  9. Alexandre said:
    Why limit such a good plugin only to Scene Map? It wouldn't be nice to allow it during Scene Battle?


    Anyway, glad to see this wonderful plugin released, I was hoping it will be chosen since the first time I voted for it.


    Goog job, as always.



    I didn't include Battle functionality because Common Events in battle is a whole other animal to get right. It's mostly the same reason you won't see parallel common events working in battle either. That said, I do intend to make a plugin in the future that allows for extended keyboard functionality for the future.

    Tuomo L said:
    Having Keyboard config and button common events, the common events are shown as "ok" as well. Is there a way to map these common events too, just the way as you can regular buttons this way?



    I thought I mentioned this in the video, the plugin page, and the help file... Well then, I'll mention it here, too:


     * ============================================================================
     * Compatibility Issues
     * ============================================================================
     *
     * This plugin will most likely have compatibility issues with anything that
     * alters keystrokes or makes use of them through a different manner.
     *
     * This will include the KeyboardConfig.js that was provided for the RPG Maker
     * MV plugin pack made by Yanfly Engine Plugins. A future revision of the
     * KeyboardConfig.js will be made to accomodate the changes made by this plugin
     * to give better control and access.

    @ND said:
    Not sure if it's been reported yet, but there is a serious crash that occurs with the victory aftermath level up plugin. If I have "EXP for Reserve Members" checked in the system I get the following error when it goes to show the reserve members level up.


    View attachment 29591



    Please update your Victory Aftermath...
  10. Yanfly said:
    I didn't include Battle functionality because Common Events in battle is a whole other animal to get right. It's mostly the same reason you won't see parallel common events working in battle either. That said, I do intend to make a plugin in the future that allows for extended keyboard functionality for the future.


    I thought I mentioned this in the video, the plugin page, and the help file... Well then, I'll mention it here, too:


     * ============================================================================
     * Compatibility Issues
     * ============================================================================
     *
     * This plugin will most likely have compatibility issues with anything that
     * alters keystrokes or makes use of them through a different manner.
     *
     * This will include the KeyboardConfig.js that was provided for the RPG Maker
     * MV plugin pack made by Yanfly Engine Plugins. A future revision of the
     * KeyboardConfig.js will be made to accomodate the changes made by this plugin
     * to give better control and access.


    Please update your Victory Aftermath...



    D'oh, I somehow missed it from all of those. Sorry.
  11. With the current plugins, is it possible to calculate a skill damage using the states of a character that doesn't participate in the action? For example: actor A attacks the enemy, but the skill deals damage based on actor C atk stat instead of actor A.
  12. My exchange system in events (I'm writing the tutorial topic.)










    using More currencies and yanfly's engines :)
  13. I posted this on your blog, but I figured there hopefully isn't any harm on posting it here either. It seems there may be an issue with the battle engine core and the animated enemies plugin.


    TypeError: Cannot read property 'height' of undefined
    at Game_Enemy.Game_Battler.spriteHeight (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/plugins/YEP_BattleEngineCore.js:3319:35)
    at Game_Enemy.Game_Battler.spriteHeight (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/plugins/YEP_X_AnimatedSVEnemies.js:1024:56)
    at Sprite_Enemy.updateSVStateSprite (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/plugins/YEP_X_AnimatedSVEnemies.js:1413:30)
    at Sprite_Enemy.updateStateSprite (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/plugins/YEP_X_AnimatedSVEnemies.js:1405:12)
    at Sprite_Enemy.update (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/rpg_sprites.js:951:14)
    at Sprite_Enemy.update (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/plugins/YEP_BattleEngineCore.js:2622:36)
    at Sprite_Enemy.update (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/plugins/YEP_X_AnimatedSVEnemies.js:1396:36)
    at file:///C:/Users/chelf/Documents/Games/Test%20Project/js/rpg_core.js:3290:19
    at Array.forEach (native)
    at Sprite.update (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/rpg_core.js:3288:19)


    The game crashes when I try to enter a battle with those plugins enabled. I have tried with a clean project, and get the same result. If you need it, I can upload a test project for you.
  14. Not sure if it's been pointed out yet (as there's a lot of pages to go through) but with the Item Core, the layout adds a 0 for MP related recovery, but not HP.


    Is this intentional? Just looks a little jarring.

    Spoiler
    Error.png
  15. Darkstar said:
    I posted this on your blog, but I figured there hopefully isn't any harm on posting it here either. It seems there may be an issue with the battle engine core and the animated enemies plugin.



    TypeError: Cannot read property 'height' of undefined
    at Game_Enemy.Game_Battler.spriteHeight (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/plugins/YEP_BattleEngineCore.js:3319:35)
    at Game_Enemy.Game_Battler.spriteHeight (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/plugins/YEP_X_AnimatedSVEnemies.js:1024:56)
    at Sprite_Enemy.updateSVStateSprite (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/plugins/YEP_X_AnimatedSVEnemies.js:1413:30)
    at Sprite_Enemy.updateStateSprite (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/plugins/YEP_X_AnimatedSVEnemies.js:1405:12)
    at Sprite_Enemy.update (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/rpg_sprites.js:951:14)
    at Sprite_Enemy.update (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/plugins/YEP_BattleEngineCore.js:2622:36)
    at Sprite_Enemy.update (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/plugins/YEP_X_AnimatedSVEnemies.js:1396:36)
    at file:///C:/Users/chelf/Documents/Games/Test%20Project/js/rpg_core.js:3290:19
    at Array.forEach (native)
    at Sprite.update (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/rpg_core.js:3288:19)


    The game crashes when I try to enter a battle with those plugins enabled. I have tried with a clean project, and get the same result. If you need it, I can upload a test project for you.



    Yes, go upload it.

    Moe_Lester13 said:
    Not sure if it's been pointed out yet (as there's a lot of pages to go through) but with the Item Core, the layout adds a 0 for MP related recovery, but not HP.


    Is this intentional? Just looks a little jarring.

    Spoiler
    View attachment 29641



    Ah, yes, that's unintentional. I'll get it fixed by tonight.
  16. jvcscasio said:
    My exchange system in events (I'm writing the tutorial topic.)










    using More currencies and yanfly's engines :)



    Now that is an awesome tutorial. @A@
  17. The previous update made it so that I can now no longer use the button common event.  I have set J as calling common event 1 that opens up a journal, but now the journal no longer opens with the J button. The J button also doesn't appear in the keyboard config like it did in the earlier version.
  18. I made no changes to the Button Common Event plugin...
  19. Darkstar said:
    I posted this on your blog, but I figured there hopefully isn't any harm on posting it here either. It seems there may be an issue with the battle engine core and the animated enemies plugin.



    TypeError: Cannot read property 'height' of undefined
    at Game_Enemy.Game_Battler.spriteHeight (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/plugins/YEP_BattleEngineCore.js:3319:35)
    at Game_Enemy.Game_Battler.spriteHeight (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/plugins/YEP_X_AnimatedSVEnemies.js:1024:56)
    at Sprite_Enemy.updateSVStateSprite (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/plugins/YEP_X_AnimatedSVEnemies.js:1413:30)
    at Sprite_Enemy.updateStateSprite (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/plugins/YEP_X_AnimatedSVEnemies.js:1405:12)
    at Sprite_Enemy.update (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/rpg_sprites.js:951:14)
    at Sprite_Enemy.update (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/plugins/YEP_BattleEngineCore.js:2622:36)
    at Sprite_Enemy.update (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/plugins/YEP_X_AnimatedSVEnemies.js:1396:36)
    at file:///C:/Users/chelf/Documents/Games/Test%20Project/js/rpg_core.js:3290:19
    at Array.forEach (native)
    at Sprite.update (file:///C:/Users/chelf/Documents/Games/Test%20Project/js/rpg_core.js:3288:19)


    The game crashes when I try to enter a battle with those plugins enabled. I have tried with a clean project, and get the same result. If you need it, I can upload a test project for you.



    Alright, just received your sample project so I'll post the response here so other people can see it.


    You absolutely need to have an enemy image for your battler even if you're strictly using only sideview animations. This is not limited to just my plugins. If you turn off all of my plugins and attempt to run a battle with a battler that has no image, it will crash regardless. This is not a bug with my plugin. Give your battler a slime or bat image. It doesn't matter.
  20. Yanfly said:
    Alright, just received your sample project so I'll post the response here so other people can see it.


    You absolutely need to have an enemy image for your battler even if you're strictly using only sideview animations. This is not limited to just my plugins. If you turn off all of my plugins and attempt to run a battle with a battler that has no image, it will crash regardless. This is not a bug with my plugin. Give your battler a slime or bat image. It doesn't matter.

    I did give it an image, and it crashed anyways, that's the problem. Case sensitive and all that. This also happens to sideview battlers which have worked before with images.