[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 90 of 309 View original ↗
  1. Yanfly said:
    -_-


    This is not a bug and it most certainly is possible. I just demonstrated it here in this post and even explained it there why it wasn't working for him. I don't know what else to say nor explain since I provided a very concrete explanation as to why it wasn't updating for his case (ie his bats are too slow).

    @Yanfly Yeah I see what he is doing wrong, but in my case, my Full Gauge parameter is set to 7000, and my skill has the notetag <Speed: -9999>, so the actor should charge the skill before casting every time right? The notetag works for ATB, making the charge time last a lot longer, but in CTB the charge never occurs. At least the other actors should act before he casts the skill, if not the enemies. But when I select the skill he casts it immediately. Every time. Well, I'm using ATB anyway, just tried to understand all this because I was considering moving to CTB. Thanks Yanfly.
  2. killerfer said:
    @Yanfly Yeah I see what he is doing wrong, but in my case, my Full Gauge parameter is set to 7000, and my skill has the notetag <Speed: -9999>, so the actor should charge the skill before casting every time right? The notetag works for ATB, making the charge time last a lot longer, but in CTB the charge never occurs. At least the other actors should act before he casts the skill, if not the enemies. But when I select the skill he casts it immediately. Every time. Well, I'm using ATB anyway, just tried to understand all this because I was considering moving to CTB. Thanks Yanfly.



    08SC08C.jpg


    It's working fine for me.
  3. @Yanfly I don't know what I'm doing wrong, so I made a video. I created a new project with only Engine Core, Battle Engine and CTB. If you can, please watch it and tell me what is wrong. Thanks =D.


    https://www.youtube.com/watch?v=_wzXbcQl7zQ
  4. I just tested mine out and it doesn't behave like that. The version number looks correct so I can't really explain why it's doing. I reuploaded my CTB plugin so try that.
  5. Enemy Levels


    Features and How to use












    This plugin allows enemies to function off of a leveling system. An enemy's level will be increased relative to the player under specific rulings and will increase its stats based on its level.


    Plugin Download and Instructures: http://yanfly.moe/2016/01/29/yep-64-enemy-levels/


    Have fun, everybody! <3
  6. Yanfly said:
    I just tested mine out and it doesn't behave like that. The version number looks correct so I can't really explain why it's doing. I reuploaded my CTB plugin so try that.

    @Yanfly That did it. Must've been the wrong version on the site. Thank you for your time and help.
  7. I love the enemy levels and the weapon animations plugin!


    adds alot more diversity to any game.


    I has a question though, in the video for enemy levels you have a skill called Study. I dont know if im just missing something or not, but i cant figure out how to do that.
  8. Aidensmercy said:
    I love the enemy levels and the weapon animations plugin!


    adds alot more diversity to any game.


    I has a question though, in the video for enemy levels you have a skill called Study. I dont know if im just missing something or not, but i cant figure out how to do that.



    That was from my Libra Tips & Tricks video a long time ago: http://yanfly.moe/2015/12/02/tips-tricks-libra/ :)  
  9. This plugin is great to make responsive bosses. My new game is tendinh to the open box kind and so, a person could grind and overcome all bosses with ease, now all bosses will have a lvl according to the player level
  10. When his skill Libra ... I also shows the elemental weaknesses ... but how do I change the name for exemplary of "Weakness" ??? - "Resist" ???
  11. Lionheart_84 said:
    When his skill Libra ... I also shows the elemental weaknesses ... but how do I change the name for exemplary of "Weakness" ??? - "Resist" ???



    Look for "Weakness" and "Resist" in the code and change it to whatever you want.
  12. Yanfly said:
    Look for "Weakness" and "Resist" in the code and change it to whatever you want.



    Ok ... thanks ... but which code ???
  13. Message Core >> Extended Message Pack 1


    Features and How to Use












    This plugin extends the amount of things the Message system can do in RPG Maker MV. These features range from text sounds, more name window options, face index control, hex colors, extended choice controls, and more precise window positioning control. New text codes are also added to further ease the usage of the message window.


    Plugin Download and Instructionshttp://yanfly.moe/2016/01/30/yep-65-extended-message-pack-1/
  14. love it!! now i can have small window popups for my random npcs!! i just had one idea in regards to the row formation plugin. i see that you added the option for map sprites and that's awesome but if neither map sprites or battle sprites work, would it be possible to add a third option for portraits and have it auto resize the portrait to 48x48? I know you said we're on our own at that point and if i had any inkling on how to javascript i'd just go test my theory myself. but i don't so i just wanted to throw that out there.


    I am absolutely in love with your plugins, though. The enemy levels was highly anticipated and I look forward to every release weekend.
  15. Love this one. I wonder what will be in the next extension? If you don't mind suggestions, I'd say separate box for the face image and maybe making face images cycle in speech as if to simulate speaking?
  16. ksart said:
    love it!! now i can have small window popups for my random npcs!! i just had one idea in regards to the row formation plugin. i see that you added the option for map sprites and that's awesome but if neither map sprites or battle sprites work, would it be possible to add a third option for portraits and have it auto resize the portrait to 48x48? I know you said we're on our own at that point and if i had any inkling on how to javascript i'd just go test my theory myself. but i don't so i just wanted to throw that out there.


    I am absolutely in love with your plugins, though. The enemy levels was highly anticipated and I look forward to every release weekend.



    That sounds like a pretty good idea. I can implement something like that sooner or later. :)

    BloodletterQ said:
    Love this one. I wonder what will be in the next extension? If you don't mind suggestions, I'd say separate box for the face image and maybe making face images cycle in speech as if to simulate speaking?



    That's not a bad idea. I can plan for something like that next time. As for when the next extension is, I'll probably put it up in the polls come the next poll. If it gets voted on and wins (probably will), I'll be implementing more features then.
  17. I absolutely love this extended message pack.  Exactly what I needed, and it gives much more depth and control into the method that gives the player all their information.  Thank you.  Where their any plans to alter the text further in the future such as overlaying pictures on top of the text layer or adding censor bars to displayed text in the next extension?
  18. Hallowthug said:
    I absolutely love this extended message pack.  Exactly what I needed, and it gives much more depth and control into the method that gives the player all their information.  Thank you.  Where their any plans to alter the text further in the future such as overlaying pictures on top of the text layer or adding censor bars to displayed text in the next extension?



    I've considered the picture aspect, but there's some ramifications that come with using pictures within text messages. Namely, asynchronous issues (though I have work arounds for that). Censor bars seem interesting though. Never considered that. o.o
  19. The first thing I noticed on the Message Pack 1 is that when I do more than 6 choices, when I show the choices in game, the initial Selection starts on the 1st choice of the furthest "group" of choices.


    For instance, I have 2 groups of choices set up: 1,2,3,4,5,6 and 7,8,9,10. When I open the choice window in game, the cursor starts on "7", instead of at the beginning on "1".