[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 95 of 309 View original ↗
  1. Yanfly said:
    Steal & Snatch


    Features and How to Use










    Stealing is a commonly used mechanic found in many traditional RPG's. This plugin enables you to replicate that mechanic and add more depth upon it.


    You can grab the plugin here:
    Plugin and Instructures: http://yanfly.moe/2016/02/05/yep-66-steal-snatch/


    Have fun!





    Nice plugin ... but how did you make sure that the characters did that beautiful movement backwards when stealing ???


    what code you put in skill notes??? ^___^
  2. Lionheart_84 said:
    Nice plugin ... but how did you make sure that the characters did that beautiful movement backwards when stealing ???


    what code you put in skill notes??? ^___^



    <setup action>


    display action


    immortal: targets, true


    </setup action>


    <target action>


    move user: targets, front, 20


    motion standby: user


    wait for movement


    face user: target


    action animation: target


    move user: targets, base, 10


    motion thrust: user, no weapon


    wait: 15


    action effect


    jump user: 50, 10


    move user: targets, front, 10


    face user: forward


    wait: 60


    </target action>


    :D
  3. Yanfly said:
    <setup action>


    display action


    immortal: targets, true


    </setup action>


    <target action>


    move user: targets, front, 20


    motion standby: user


    wait for movement


    face user: target


    action animation: target


    move user: targets, base, 10


    motion thrust: user, no weapon


    wait: 15


    action effect


    jump user: 50, 10


    move user: targets, front, 10


    face user: forward


    wait: 60


    </target action>


    :D



    Thank you so much! ^ __ ^
    But ... when does the hop ... shows the weapon ... coem if it attacked the enemy ... you can remove these effect ??? ; DDDD
  4. Yanfly said:
    Alexandre said:
    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.



    May be I will be clearer this way:



    Bug: With the Battle Engine Core installed, battlers who have a nonzero Attack State rate for the death state will never inflict it.


    Plugin Name: Battle Engine Core


    Error Message: None


    How to Replicate Bug: Create a new project with only the Battle Engine Core in, set the Attack State rate of a character to 100% (don't forget to check Luck, too). This character will never inflict an instant KO if the plugin is active. If the plugin switched off, instant KO will occur as normal.
  5. Alexandre said:
    May be I will be clearer this way:



    Bug: With the Battle Engine Core installed, battlers who have a nonzero Attack State rate for the death state will never inflict it.


    Plugin Name: Battle Engine Core


    Error Message: None


    How to Replicate Bug: Create a new project with only the Battle Engine Core in, set the Attack State rate of a character to 100% (don't forget to check Luck, too). This character will never inflict an instant KO if the plugin is active. If the plugin switched off, instant KO will occur as normal.



    Ah, that's what you mean. I'll get that fixed by tonight. :)
  6. Thanks!! I was really waiting for this!! Now is there a way to use lunatic mode to make a "Detect" skill that show all steallable items from an enemy? Something like the libra you did before. Maybe you could do this in the next Tips and Tricks video  ;) Thanks for the Plugin Yanfly.
  7. I was wondering why you didn't put in the icon of the stolen item, and was about to do it myself, when I was quickly reminded why you didn't: that annoying thing where DrawTextEx doesn't easily center and DrawText does, but doesn't do much of anything else interesting.


    Edit: That said, centering is not impossible with DrawTextEx... you just kinda have to do it yourself! (Well, centering Message Boxes is still kind of a pain.) May I recommend the following to those who want icons (like I do)?


    Window_BattleLog.prototype.drawCenterLine = function(index) {
    var text = this._lines[index].replace('<CENTER>', '');
    var rect = this.itemRectForText(index);
    this.contents.clearRect(rect.x, rect.y, rect.width, rect.height);
    var textWidth = this.textWidthEx(text);
    var centeredX = rect.x + (rect.width - textWidth) / 2
    this.drawTextEx(text, centeredX, rect.y);
    };

    Game_Action.prototype.getStealableItem = function(target, stealable) {
    stealable.isStolen = true;
    var id = stealable.id;
    switch (stealable.type) {
    case 'item':
    var item = $dataItems[id];
    this.playStealSound(item.stealSound);
    $gameParty.gainItem(item, 1);
    var name = "\\i[" + item.iconIndex + "]" + item.name;
    this.afterStealEffect(target, item);
    break;
    case 'weapon':
    var item = $dataWeapons[id];
    this.playStealSound(item.stealSound);
    $gameParty.gainItem(item, 1);
    var name = "\\i[" + item.iconIndex + "]" + item.name;
    this.afterStealEffect(target, item);
    break;
    case 'armor':
    var item = $dataArmors[id];
    this.playStealSound(item.stealSound);
    $gameParty.gainItem(item, 1);
    var name = "\\i[" + item.iconIndex + "]" + item.name;
    this.afterStealEffect(target, item);
    break;
    case 'gold':
    $gameParty.gainGold(id);
    this.playStealSound(Yanfly.Param.StealSEGold);
    var fmt = Yanfly.Param.StealGold;
    var name = fmt.format(Yanfly.Util.toGroup(id), TextManager.currencyUnit);
    break;
    }
    var fmt = Yanfly.Param.StealSuccess;
    if (fmt === '') return;
    var text = fmt.format(this.subject().name(), target.name(), name);
    this.displayStealText(text);
    };


    (The former replaces a function in BattleEngineCore.)
  8. Skill Core >> Party Limit Gauge


    Features and How to Use












    This plugin requires the Skill Core plugin and enables a Party Limit Gauge for both the player party and the enemy party. These gauges will fill up or decrease depending on what actions take place. The amounts they raise can be adjusted within the plugin's parameters to your liking. Once a party has enough of the Party Limit Gauge, members from that party can use it as a skill resource to unleash powerful actions in battle!


    Plugin and Instructions: http://yanfly.moe/2016/02/06/yep-67-party-limit-gauge/ 
  9. Yanfly said:
    Skill Core >> Party Limit Gauge

    Yay! This is super cool and another cool way to balance attacks, ESPECIALLY team attacks, with all members or Dual-Attacks for @HeroicJay's plugin!



    --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    HeroicJay said:
    I was wondering why you didn't put in the icon of the stolen item, and was about to do it myself, when I was quickly reminded why you didn't: that annoying thing where DrawTextEx doesn't easily center and DrawText does, but doesn't do much of anything else interesting.


    Edit: That said, centering is not impossible with DrawTextEx... you just kinda have to do it yourself! (Well, centering Message Boxes is still kind of a pain.) May I recommend the following to those who want icons (like I do)?

    Is there a way to manually add it in, and if so where?


    --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


    EDIT: I forgot to ask, with Enemy Levels, is there a way to make it so you can ht a button to toggle levels with the name while selecting? I find it slightly intrusive but still important!
  10. Yanfly said:
    Skill Core >> Party Limit Gauge



    This script is really cool! But I need to ask, could you implement an option so that the enemy limit gauge can be allowed in some battles and in others not? Same with the party limit gauge.
  11. On CTB combat system..


    I'm a beginner, so a lot of these formulas are hard to understand for me yet. I hope u can help me to improve my skills.


    So, I installed the YEP_X_BattleSysCTB plug-in from Yanfly and I tried to run it on my game. 


    I designed the skills system in a way that some skills are instantly casted by the actor (a shot for example) at his turn, and others skills have to wait 'x' turns before they can be casted (a shield for example). I read that this is influenced by the 'speed' value of the skill, so I changed them to negative value (the ones I want to be casted with delay)


    But when I run the battle test, the skills that need to wait before the actor execute them (the ones with negative value) dont act as I expect: the actor cast them immediatly and then it go at the bottom of the line. 


    Do I think wrong if I expect to see that the actor go backwards some ‘x’ turns when I choose (and execute) the skill and then he automatically cast the skill when his turn come?


    My classes have AGI like 20 to 30 at level 1 and around 200-300 at their max level (99) 


    After some tweaks around values in Full Gauge and Full Turn I dont see anychange during the test in the battle window. Maybe this isnt the battlesystem that I have to adopt for what I want to do?


    Thanks in advance for the help :)
  12. Witchcat said:
    On CTB combat system..


    I'm a beginner, so a lot of these formulas are hard to understand for me yet. I hope u can help me to improve my skills.


    So, I installed the YEP_X_BattleSysCTB plug-in from Yanfly and I tried to run it on my game. 


    I designed the skills system in a way that some skills are instantly casted by the actor (a shot for example) at his turn, and others skills have to wait 'x' turns before they can be casted (a shield for example). I read that this is influenced by the 'speed' value of the skill, so I changed them to negative value (the ones I want to be casted with delay)


    But when I run the battle test, the skills that need to wait before the actor execute them (the ones with negative value) dont act as I expect: the actor cast them immediatly and then it go at the bottom of the line. 


    Do I think wrong if I expect to see that the actor go backwards some ‘x’ turns when I choose (and execute) the skill and then he automatically cast the skill when his turn come?


    My classes have AGI like 20 to 30 at level 1 and around 200-300 at their max level (99) 


    After some tweaks around values in Full Gauge and Full Turn I dont see anychange during the test in the battle window. Maybe this isnt the battlesystem that I have to adopt for what I want to do?


    Thanks in advance for the help :)

    With default CTB settings, the full "gauge" is 7000 ticks. The problem is, the editor caps the negative values at -2000, so it is really hard for the actor to wait before casting if the agi values of the actor and the enemies are low. But if you want to set lower speeds for the skill you can use the notetag "<speed: x>" to bypass the editor limits. So let's say your gauge is 7000, if you set the speed of a skill to <speed: -7000>, your actor will always go to the end of the line before executing the skill. This, or you can set a lower value to the gauge in the plugin parameters. Please remember to use the updated versions of the plugins from http://yanfly.moe/.
  13. Steal & Snatch:


    I'm not sure if this is a bug, or a feature. :)


    Even when the plugin is set NOT to include Drops (regardless if stealing removes Drops)...


    16_0206_stealSnatch_issue_1c.JPG


    And the enemy has assigned Gold Drops...


    16_0206_stealSnatch_issue_1.JPG


    Even if it has no Gold Loot...


    16_0206_stealSnatch_issue_1d.JPG


    The Gold Drop is still included...


    16_0206_stealSnatch_issue_1e.JPG
  14. Hi everyone!


    I want to know if someone know who to tweak the Time a Message is shown in the Battle Log with Yanfly Plugins?


    Right now, I'm doing a Mug attack and everything work fine, but I can't find where to tweak the time for the message shown when my character mug a enemy.


    It's unreadeable because it go so fast right now... I just want to give the player the chance to see if he have succeed his action.


    Can someone help me on this one? 


    thank you :D
  15. Roguedeus said:
    Steal & Snatch:


    I'm not sure if this is a bug, or a feature. :)


    Even when the plugin is set NOT to include Drops (regardless if stealing removes Drops)...


    View attachment 31085


    And the enemy has assigned Gold Drops...


    View attachment 31086


    Even if it has no Gold Loot...


    View attachment 31088


    The Gold Drop is still included...


    View attachment 31087



    Ah, that's a bug. I'll need to get that fixed by tonight.

    Val said:
    Hi everyone!


    I want to know if someone know who to tweak the Time a Message is shown in the Battle Log with Yanfly Plugins?


    Right now, I'm doing a Mug attack and everything work fine, but I can't find where to tweak the time for the message shown when my character mug a enemy.


    It's unreadeable because it go so fast right now... I just want to give the player the chance to see if he have succeed his action.


    Can someone help me on this one? 


    thank you :D



    For this, the easiest way to do it is for your steal skill to have a custom Action Sequence that has a designated wait time after the text display. Something like


    Action Effect


    Wait: 60
  16. Lovely plugins.


    For your gab window, there seems to be an issue - if it is my user error, I can't find it.


    I have gab in a common event with:


    GabText \I[314] + \v[23] gold


    ShowGab


    I can repeatedly call this event. It runs after picking up some gold. Shows a gold icon, then a variable number of gold.


    It works on the first one, but nothing after. No matter how long I wait, anything after the first does not show.


    I tried ForceGab, but it didn't do anything. Clearing doesn't seem like it would do what I'd want.


    Basically, it isn't queueing the gabs/playing after the first for some reason.


    Thanks if this can be resolved!
  17. Yanfly said:
    Ah, that's a bug. I'll need to get that fixed by tonight.



    Thanks. :)


    There is another issue I've found today.


    Party Limit Gauge:


    When Show Troop Gauge is FALSE, it still shows up.


    16_0206_partyGauge_issue_1.JPG


    16_0206_partyGauge_issue_1b.JPG


    Also... If the skills menu is set to show more than the usual lines, this happens.


    16_0206_partyGauge_issue_1c.JPG
  18. Yay! This is super cool and another cool way to balance attacks, ESPECIALLY team attacks, with all members or Dual-Attacks for @HeroicJay's plugin!



    Careful, though. There's a known incompatibility when multiple characters try to use skills that spend the same universal cost in a dualtech. Party Limit appears to be such a universal cost (meaning: unlike HP, MP, or TP, it's not specific to any one character. Everyone has equal access to it.)


    That doesn't mean it's incompatible with Party Limit, though: just make sure only one actor is spending the Party Limit cost at a time and you should be gold.

    Kloe said:
    Is there a way to manually add it in, and if so where?



    I put the code up there, didn't I? You'd have to put it in below the functions they replace. Though Yanfly said (not in this topic) that he'd add at least the first function (the replacement for drawCenterLine) in later.


    Or did I misunderstand what you mean?


    One thing I forgot to mention: that code I posted relies on a function found in Message Core. Well, less "forgot to mention" as "forgot which plugin that function was in"; the plugins all start to blur together when you look at them closely. :)
  19. Ilan14 said:
    This script is really cool! But I need to ask, could you implement an option so that the enemy limit gauge can be allowed in some battles and in others not? Same with the party limit gauge.
  20. EternalShadow said:
    Lovely plugins.


    For your gab window, there seems to be an issue - if it is my user error, I can't find it.


    I have gab in a common event with:


    GabText \I[314] + \v[23] gold


    ShowGab


    I can repeatedly call this event. It runs after picking up some gold. Shows a gold icon, then a variable number of gold.


    It works on the first one, but nothing after. No matter how long I wait, anything after the first does not show.


    I tried ForceGab, but it didn't do anything. Clearing doesn't seem like it would do what I'd want.


    Basically, it isn't queueing the gabs/playing after the first for some reason.


    Thanks if this can be resolved!



    Thanks, I'll check that out.

    Roguedeus said:
    Thanks. :)


    There is another issue I've found today.


    Party Limit Gauge:


    When Show Troop Gauge is FALSE, it still shows up.


    View attachment 31096


    View attachment 31097


    Also... If the skills menu is set to show more than the usual lines, this happens.


    View attachment 31094



    For that one, it has more to do with how MV handles overlapping window skins. I'll have to get those to become hidden if the window overlaps.

    HeroicJay said:
    Careful, though. There's a known incompatibility when multiple characters try to use skills that spend the same universal cost in a dualtech. Party Limit appears to be such a universal cost (meaning: unlike HP, MP, or TP, it's not specific to any one character. Everyone has equal access to it.)


    That doesn't mean it's incompatible with Party Limit, though: just make sure only one actor is spending the Party Limit cost at a time and you should be gold.


    I put the code up there, didn't I? You'd have to put it in below the functions they replace. Though Yanfly said (not in this topic) that he'd add at least the first function (the replacement for drawCenterLine) in later.


    Or did I misunderstand what you mean?


    One thing I forgot to mention: that code I posted relies on a function found in Message Core. Well, less "forgot to mention" as "forgot which plugin that function was in"; the plugins all start to blur together when you look at them closely. :)



    Yeah, I'll be adding it into tonight's update for the Battle Engine Core. Don't worry about the textWidthEx being a part of Message Core. I'll be putting that into the Battle Engine Core as well.