[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 91 of 309 View original ↗
  1. きた!

    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?

    This, please! Also blinking animation pleaaaase xD!


    *waiting impatiently till next poll*
  2. wrigty12 said:
    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".



    Whenever you string together two or more Show Choice events, you'll have to adjust the Default and Cancel dropdown menus accordingly:


    TWQyhXR.jpg


    Priority for the settings is given to the lowest Show Choice setting unless it is "none".
  3. Yanfly said:
    Whenever you string together two or more Show Choice events, you'll have to adjust the Default and Cancel dropdown menus accordingly:


    TWQyhXR.jpg


    Priority for the settings is given to the lowest Show Choice setting unless it is "none".

    *facepalm* sorry... My bad xD
  4. Kyuukon said:
    きた!


    This, please! Also blinking animation pleaaaase xD!


    *waiting impatiently till next poll*

    I'm thinking the blinking would be complicated. I've seen Fire Emblem spritesheets and the portraits are split for the eyes and mouth where the faces blink and speak.
  5. [YEP] Yanfly Engine Plugins | NEWEST: Extended Message Pack 1 | Plugin Count: 65+


    or


    [YEP] NEW: Extended Message Pack 1 | Total: 65+


    just saying, no one is going to mistake YEP for something else., and you abbreviate it and put the words for it doesn't make sense to have an abbreviation in the first place. Not trying to be harsh but we know you're the king of rpg maker scripts no need to have the longest forum topic name.  :rhappy:
  6. Hey Yanfly My Plugin Animated Sideview is flip in Battle how do u fix  ;_;



    Edit :: I get Bug in other Plugin
    Edit:: I get to fix

    Capture.JPG
  7. Monster125 said:
    Hey Yanfly My Plugin Animated Sideview is flip in Battle how do u fix  ;_;


    View attachment 30422



    Where is the file saved? Did you invert it? Because the monster should be on the same folder as the character, facing the same side as them. DO NOT invert, the system adjust the side the character is facing automatically...
  8. jvcscasio said:
    Where is the file saved? Did you invert it? Because the monster should be on the same folder as the character, facing the same side as them. DO NOT invert, the system adjust the side the character is facing automatically...



    I fix in My Self : Plugin is conflict  Animated Sideview  & MOG Motion and I Turn off MOG Motion Plugin


    I already to fix

    Thank jvcscasio  :D
  9. I was about to write off the Message Core Extension as something I had no use for, but that disabling choices feature sold me. I was really hoping for text centering though. Oh, not for all the text, but there is some text (like notices or signs) that make more sense centered. I'm currently faking it with spaces and \i[0]s.
  10. HeroicJay said:
    I was about to write off the Message Core Extension as something I had no use for, but that disabling choices feature sold me. I was really hoping for text centering though. Oh, not for all the text, but there is some text (like notices or signs) that make more sense centered. I'm currently faking it with spaces and \i[0]s.

    Same here, that would be super useful and it would be such a great feature!
  11. 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.

    I believe that fixed it :3
  12.  With the extended message plugin, whenever I use \! in a message with \autoevent[x], the message starts blank and waits for an input before displaying the message.


    The rest plays normally, and it still pauses in the part of the message the \! is actually placed.
  13. Mirai Ko said:
     With the extended message plugin, whenever I use \! in a message with \autoevent[x], the message starts blank and waits for an input before displaying the message.


    The rest plays normally, and it still pauses in the part of the message the \! is actually placed.



    I'll get this checked out.
  14. HeroicJay said:
    I was about to write off the Message Core Extension as something I had no use for, but that disabling choices feature sold me. I was really hoping for text centering though. Oh, not for all the text, but there is some text (like notices or signs) that make more sense centered. I'm currently faking it with spaces and \i[0]s.

    Text centering for choices to the middle of the screen, and disabling the window skin for their display would be divine.
  15. Another idea for round 2 is multiple text boxes for when they appear over the sprite incase multiple characters speak 
  16. Literally, every time i think "oh no, i need a plug in"


    I just look here, and always find that you've made some awesome solution to whatever issue I have.


    I used to have a huge folder in my email with different links to separate people's plug ins,


    The folder now just contains a link to this page lol.


    I bow to you lol
  17. Ringtale Games said:
    Literally, every time i think "oh no, i need a plug in"


    I just look here, and always find that you've made some awesome solution to whatever issue I have.


    I used to have a huge folder in my email with different links to separate people's plug ins,


    The folder now just contains a link to this page lol.


    I bow to you lol


    I know right? My project is literally filled with Yanfly plugins! :D
  18. On line 1169 of your enemy levels plugin, can you change


    Yanfly.ELV.Game_Action_applyItemUserEffect.call(this);     


    to    


    Yanfly.ELV.Game_Action_applyItemUserEffect.call(this, target);


    I have an alias function for Game_Action.prototype.applyItemUserEffect that doesn't work with this plugin because it needs target.
  19. BloodletterQ said:
    Another idea for round 2 is multiple text boxes for when they appear over the sprite incase multiple characters speak 



    That's actually a bit more complicated because of the way RPG Maker handles $gameMessage.

    DreamX said:
    On line 1169 of your enemy levels plugin, can you change


    Yanfly.ELV.Game_Action_applyItemUserEffect.call(this);     


    to    


    Yanfly.ELV.Game_Action_applyItemUserEffect.call(this, target);


    I have an alias function for Game_Action.prototype.applyItemUserEffect that doesn't work with this plugin because it needs target.



    Ah, that was a mistake I made. My bad. I'll get that fixed by tonight.
  20. @Yanfly


    I am trying to make a "overdrive" skill that uses a series of skills by inserting a force action in the end of each one. The first one works fine, but the next one gives this error.

    Spoiler
    Spoiler





    TypeError: Cannot read property 'makeTargets' of undefined
        at Function.BattleManager.startAction (/C:/Users/Fernando/Documents/Games/Projeto%20Zero/js/plugins/YEP_BattleEngineCore.js:1780)
        at Function.BattleManager.startAction (/C:/Users/Fernando/Documents/Games/Projeto%20Zero/js/plugins/YEP_BuffsStatesCore.js:847)
        at Function.BattleManager.startAction (/C:/Users/Fernando/Documents/Games/Projeto%20Zero/js/plugins/YEP_Taunt.js:165)
        at Function.BattleManager.startAction (/C:/Users/Fernando/Documents/Games/Projeto%20Zero/js/plugins/YEP_InstantCast.js:309)
        at Function.BattleManager.startAction (/C:/Users/Fernando/Documents/Games/Projeto%20Zero/js/plugins/YEP_WeaponUnleash.js:465)
        at Function.BattleManager.processForcedAction (rpg_managers.js:2230)
        at Function.BattleManager.processForcedAction (/C:/Users/Fernando/Documents/Games/Projeto%20Zero/js/plugins/YEP_BattleEngineCore.js:1583)
        at Function.BattleManager.processForcedAction (/C:/Users/Fernando/Documents/Games/Projeto%20Zero/js/plugins/YEP_X_BattleSysCTB.js:1086)
        at Function.BattleManager.processForcedAction (/C:/Users/Fernando/Documents/Games/Projeto%20Zero/js/plugins/YEP_X_BattleSysATB.js:1158)
        at Function.BattleManager.updateEvent (/C:/Users/Fernando/Documents/Games/Projeto%20Zero/js/plugins/YEP_BattleEngineCore.js:1504)



    Any idea why?


    Edit: This seems to work fine in DTB, but ATB and CTB gives this same error.