On one of my cutscenes I have to remove the first character on the formation, which is locked through the Party system plugin. However, when he returns to the party, even on first, he is not locked anymore! What can I do to avoid this?
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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I hve a question specific to the region restrict, have you made it to where you can restrict the movement of certain vehicles?
I'd like to stop the small boats from travelling in anything but shallow water, that way getting the SHIP is actually important. Does that make sense? -
For the ATB plugin, I noticed Invocation Speed works to increase or decrease Charge times. Is there a way to do so with individual weapons? I've tried the attack speed trait in the weapon itself but that doesn't seem to affect anything.
I think this is mainly due to the fact that when you 'Attack' It uses the Attack Skill (first skill in the database). So I'm not sure how to make weapons affect that skill directly. Will the notetags work on the weapons note fields?
What I'd like to do is have some weapons be faster when attacked with. And some slower. But only when used with the attack command. -
On one of my cutscenes I have to remove the first character on the formation, which is locked through the Party system plugin. However, when he returns to the party, even on first, he is not locked anymore! What can I do to avoid this?
You mean, lock him from removal in the party? If so, there's a plugin command for that. :)
LockActor x
I hve a question specific to the region restrict, have you made it to where you can restrict the movement of certain vehicles?
I'd like to stop the small boats from travelling in anything but shallow water, that way getting the SHIP is actually important. Does that make sense?
Hmmm, currently, there isn't something like that for my plugins but I can see about making a plugin that would do that.
For the ATB plugin, I noticed Invocation Speed works to increase or decrease Charge times. Is there a way to do so with individual weapons? I've tried the attack speed trait in the weapon itself but that doesn't seem to affect anything.
I think this is mainly due to the fact that when you 'Attack' It uses the Attack Skill (first skill in the database). So I'm not sure how to make weapons affect that skill directly. Will the notetags work on the weapons note fields?
What I'd like to do is have some weapons be faster when attacked with. And some slower. But only when used with the attack command.
You can use the Weapon Unleash plugin and use the Replace Attack notetags for those individual weapons. Make an Attack skill clone and give them different speeds. :) -
@Yanfly worked miracles, thanks!
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It is still my computer who is playing with me or the Yanfly Battle Engine Core (v1.29) prevent common attacks from adding the death state as additional effect?
EDIT: I have checked the code; the Battle Engine Core modify the function itemEffectAddNormalState to allow it to inflict the death despite of the immortality, but it doesn't touch the function itemEffectAddAttackState (rpg objects line 1878) who applies the attack states. -
Awesome! That would help a ton! Especially for vehicles like the airship, instead of letting them randomly land wherever they want lol. Thanks!
Also, another question, whenever you show screens of your plugin manager, you always have little blank plugins with a bunch of
"------------ ---------- ------------"
that you seem to be using as dividers, to organize your plugins by type.
how do you do that?
Hmmm, currently, there isn't something like that for my plugins but I can see about making a plugin that would do that.
I know i'm probably killing you with all these questions lol. But i also wanted to ask....
Is there a way (or can you add a way) to change up the item synthesis shops, so that someone can have different synthesis shops?
Example:
The army base only has a synthesis shop for swords,
whereas the magic village only has a synthesis shop for magic weapons
and so on and so forth.
In my game you have to obtain special items to be able to unlock the different synthesis shops for each character.
Kind of like how you need a recipe book for weapons, but you'll need a recipe book for the shop itself.
And LASTLY:
I have the battle core, and the battle ATB set up, for some reason, there is no longer a sound played when i move the cursor along to select the different actions during battle.
Is there some hidden option for changing that sound that i'm just not seeing? -
I'm creating a system with button common events that changes the party leader and it only works once.
Let's say button "Y" changes the on-map character. I hit "Y" again and I'm stuck on that character.
EDIT: I'd better ask Himeworks about this since I'm using a plugin by that user. -
You can use the Weapon Unleash plugin and use the Replace Attack notetags for those individual weapons. Make an Attack skill clone and give them different speeds. :)
I knew it was going to be something simple like that. And that works with your animation notetag (the one that checks for melee or missile equip) as well?
Thanks for the headsup on using that plugin for that. -
Also, another question, whenever you show screens of your plugin manager, you always have little blank plugins with a bunch of
"------------ ---------- ------------"
that you seem to be using as dividers, to organize your plugins by type.
how do you do that?
I too want to know this. It'd be useful for organizing my plugins by type. Right now my list is a friggin mess. If anyone wants to know what it looks like, let me know. -
Also, another question, whenever you show screens of your plugin manager, you always have little blank plugins with a bunch of
"------------ ---------- ------------"
that you seem to be using as dividers, to organize your plugins by type.
how do you do that?
I too want to know this. It'd be useful for organizing my plugins by type. Right now my list is a friggin mess. If anyone wants to know what it looks like, let me know.
There you go!
http://yanfly.moe/plugins/en/--------------------.js -
Thanks!
Now Yanfly I apologize if this sounds like a stupid question.
But I notice you have both allow and restrict region settings in your Region Restrictions plugin, what exactly would be the point of having both set in the first place?
EDIT: Earlier I was having an issue with escape_fix.js not working, and as it turned out, the reason why is because Battle Core was outdated, so I updated that fixing the issue and now the the HP bar for the enemy stretches horizontally all the way across the screen. I use your plugin for the enemy HP bar assuming other such plugins exist that is. -
It is still my computer who is playing with me or the Yanfly Battle Engine Core (v1.29) prevent common attacks from adding the death state as additional effect?
EDIT: I have checked the code; the Battle Engine Core modify the function itemEffectAddNormalState to allow it to inflict the death despite of the immortality, but it doesn't touch the function itemEffectAddAttackState (rpg objects line 1878) who applies the attack states.
The Battle Engine Core enables an "immortal" status on actors while attacking to show the full brunt of a multiple hit attack instead of stopping midway. I'll get that checked out though.
Awesome! That would help a ton! Especially for vehicles like the airship, instead of letting them randomly land wherever they want lol. Thanks!
Also, another question, whenever you show screens of your plugin manager, you always have little blank plugins with a bunch of
"------------ ---------- ------------"
that you seem to be using as dividers, to organize your plugins by type.
how do you do that?
I know i'm probably killing you with all these questions lol. But i also wanted to ask....
Is there a way (or can you add a way) to change up the item synthesis shops, so that someone can have different synthesis shops?
Example:
The army base only has a synthesis shop for swords,
whereas the magic village only has a synthesis shop for magic weapons
and so on and so forth.
In my game you have to obtain special items to be able to unlock the different synthesis shops for each character.
Kind of like how you need a recipe book for weapons, but you'll need a recipe book for the shop itself.
And LASTLY:
I have the battle core, and the battle ATB set up, for some reason, there is no longer a sound played when i move the cursor along to select the different actions during battle.
Is there some hidden option for changing that sound that i'm just not seeing?
The synthesis option is already inside the plugin within one of the latest updates:
* ============================================================================
* Plugin Commands
* ============================================================================
*
* The following are Plugin Commands you may use with events.
*
* Plugin Command:
* OpenSynthesis Opens up the Synthesis Scene from the field.
* ShowSynthesis Shows the Synthesis command from the main menu.
* HideSynthesis Hides the Synthesis command from the main menu.
* EnableSynthesis Enables the Synthesis command from the main menu.
* DisableSynthesis Disables the Synthesis command from the main menu.
*
* For those who wish to make the player synthesize only specific recipes, you
* can use the following command.
*
* OpenSynthesis Item 15 Recipe
* - or -
* OpenSynthesis Weapon 20 Recipe
* - or -
* OpenSynthesis Armor 30 Recipe
*
* This will make the synthesis menu, when opened up, only allow the recipes of
* the Item 15, Weapon 20, or Armor 30 without needing it and not showing the
* recipes of any recipe items within the player's inventory.
As for the sound, no, there's no option that alters that midgame.
I knew it was going to be something simple like that. And that works with your animation notetag (the one that checks for melee or missile equip) as well?
Thanks for the headsup on using that plugin for that.
Yeah, the same animation can be used for any skill.
I too want to know this. It'd be useful for organizing my plugins by type. Right now my list is a friggin mess. If anyone wants to know what it looks like, let me know.
http://yanfly.moe/plugins/en/
It's right at the very top --------------.js -
Thanks!
Now Yanfly I apologize if this sounds like a stupid question.
But I notice you have both allow and restrict region settings in your Region Restrictions plugin, what exactly would be the point of having both set in the first place?
EDIT: Earlier I was having an issue with escape_fix.js not working, and as it turned out, the reason why is because Battle Core was outdated, so I updated that fixing the issue and now the the HP bar for the enemy stretches horizontally all the way across the screen. I use your plugin for the enemy HP bar assuming other such plugins exist that is.
Different people have different uses for plugins. While you may not see a point to it, others may.
This is something I've already explained. I'm not responsible for the plugins of non-Yanfly plugins. The HP bar does not stretch all the way across the screen for me so this is something you'll have to investigate yourself. -
Tips & Tricks - Flourish (Guild Wars)
Flourish is a skill from Guild Wars, that recharges Combat skills and restores Energy for each one recharged this way. With this Tips & Tricks, you can now recreate this skill in RPG Maker MV, too!
Copy and Paste version of the code: http://yanfly.moe/2016/02/03/tips-tricks-flourish-guild-wars/
Enjoy! -
Super congrats on 5000 subscribers!
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This is something I've already explained. I'm not responsible for the plugins of non-Yanfly plugins. The HP bar does not stretch all the way across the screen for me so this is something you'll have to investigate yourself.
Yet the fact the enemy HP bar started doing this for me after I updated the Battle Engine Core plugin so it's got to be that as I have no plugins that could be causing the issue. -
Yet the fact the enemy HP bar started doing this for me after I updated the Battle Engine Core plugin so it's got to be that as I have no plugins that could be causing the issue.
Since I cannot reproduce the error, I'm going to ask you to do the following.
1. Download all the newest updates of the plugin.
2. Create a new project.
3. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them.
4. Make sure they're in the right order listed on http://yanfly.moe/yep/
5. Recreate the error.
6. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.
7. Upload the project online (do -not- deploy it) to a website like MediaFire.com or Mega.co.nz or Dropbox.
8. Post the link here and I'll take a look at it.
Thanks for helping! -
Since I cannot reproduce the error, I'm going to ask you to do the following.
1. Download all the newest updates of the plugin.
2. Create a new project.
3. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them.
4. Make sure they're in the right order listed on http://yanfly.moe/yep/
5. Recreate the error.
6. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.
7. Upload the project online (do -not- deploy it) to a website like MediaFire.com or Mega.co.nz or Dropbox.
8. Post the link here and I'll take a look at it.
Thanks for helping!
I created a new sample project with only the Battle Core and HP Gauge plugins but the gauge displays normally. I don't understand this one bit. -
Looks like it's not an issue with my plugin then.