[YEP] Yanfly Engine Plugins

● ARCHIVED · READ-ONLY
Started by Yanfly 6167 posts Page 99 of 309 View original ↗
  1. @Yanfly


    I am a little confused.


    Party Limit Gauge:


    It seems that the gauge only shows full bars.


    16_0209_partyLimit_issue_1d.JPG


    16_0209_partyLimit_issue_1e.JPG


    Are the excess gauge points that aren't shown getting filled? Or is that extra space ignored until a full increment is available?


    thanks for your time!
  2. Roguedeus said:
    @Yanfly


    I am a little confused.


    Party Limit Gauge:


    It seems that the gauge only shows full bars.


    View attachment 31299


    View attachment 31298


    Are the excess gauge points that aren't shown getting filled? Or is that extra space ignored until a full increment is available?


    thanks for your time!



    The latter. :) This is mostly to prevent confusion on the player's part where if they have a full increment and use a cost, they won't be wondering why the previous limit gauge cost was only a fraction of it.
  3. Yanfly, the thing we talked on Patreon didn't worked even after I named exactly the skill like in your code :


    bug.png

    Code:
    <After Eval>
    user._skillusesFiraga = user._skillusesFiraga || 0;
    user._skillusesFiraga += 1;
    </After Eval>
    
    <Learn Show Eval>
    user._skillusesFiraga = user._skillusesFiraga || 0;
    value = user._skillusesFiraga > 20;
    </Learn Show Eval>

    Can anyone try this code too and see if it's only me or is it really a bug ?


    Because I tried many times to make it work, even showed screenshots to Yanfly to check my setup but I still can't unlock a new skill with it.
  4. Chaos17 said:
    Yanfly, the thing we talked on Patreon didn't worked even after I named exactly the skill like in your code :


    View attachment 31310

    Code:
    <After Eval>
    user._skillusesFiraga = user._skillusesFiraga || 0;
    user._skillusesFiraga += 1;
    </After Eval>
    
    <Learn Show Eval>
    user._skillusesFiraga = user._skillusesFiraga || 0;
    value = user._skillusesFiraga > 20;
    </Learn Show Eval>

    Can anyone try this code too and see if it's only me or is it really a bug ?


    Because I tried many times to make it work, even showed screenshots to Yanfly to check my setup but I still can't unlock a new skill with it.



    I just tested it out and it works. 


    uYGiA4w.jpg


    I don't know how to explain it any further.


    However, if you followed all that and it still doesn't work, turn off all your non-Yanfly plugins. to see if there's any interference. If you still can't get it to work, I'm sorry, but with all due respect, you're probably better off not using this method of learning skills.
  5. Your new game + script on VX Ace was great.


    I really hope it will appear in your polls soon for MV because I really need it for my game.


    Also, thank you for updating your JP plugin (we talked about it in private and I'm glad you changed the way it works when an actor is dead)
  6. Plugin Name: BuffStatesCore


    Error Message: N/A


    How to Replicate Bug: Change "Buff Formula" to this._buffs[paramId] * 1.25 and everything's stats will go down to the minimum possible. (Was messing around, not know that Buffs and States are actually two different things cause I don't look at stuff as much as I should.)


    Other: 

    PluginList1.png

    PluginList2.png
  7. izyees said:
    • Previous Page
    • Next Page
    • Previous Page
    • Next Page
    • Previous Page
    • Next Page



    Error Message:




    image.png


    BUG REPORT


    Plugin Name: Party Limit Gauge


    this happen when I open actor 1 skill from menu. but its work from battle.

    Spoiler
    image.png


    • Previous Page
    • Next Page
    • Previous Page
    • Next Page
    • Previous Page
    • Next Page



    If no one minds me elaborating on someone else's bug report.... While I got the same error in a new, relatively clean project, after installing and turning on ALL of Yanfly's plugins I stopped getting the error. But, when only using a handful of plugins that included both Skill Core and Party Limit Gauge, I got the same error. And the only actors that didn't produce the error didn't actually have skills. I'd love to test which combination of plugins prevents Party Limit Gauge from throwing out an error and crashing games, but I have a presentation to make that's due this week.
  8. YuuHkiSay said:
    Plugin Name: BuffStatesCore


    Error Message: N/A


    How to Replicate Bug: Change "Buff Formula" to this._buffs[paramId] * 1.25 and everything's stats will go down to the minimum possible. (Was messing around, not know that Buffs and States are actually two different things cause I don't look at stuff as much as I should.)


    Other: 


    View attachment 31315


    View attachment 31316



    If you change the formula to something else, you're responsible for whatever changes you make to it, "bugs" included. The default buffs value is 0. If your formula is this._buffs[paramId] * 1.25, what is 0 * 1.25? It will mean that as long as your characters do not have any buffs at all, they will have 0 stats. This is a mathematical error on your part.

    Korokage said:
    If no one minds me elaborating on someone else's bug report.... While I got the same error in a new, relatively clean project, after installing and turning on ALL of Yanfly's plugins I stopped getting the error. But, when only using a handful of plugins that included both Skill Core and Party Limit Gauge, I got the same error. And the only actors that didn't produce the error didn't actually have skills. I'd love to test which combination of plugins prevents Party Limit Gauge from throwing out an error and crashing games, but I have a presentation to make that's due this week.



    I answered this already here: 
  9. Oh, I know you're already on it, I was just adding another observation about the issue. I apologize if all that did was add unneeded clutter.
  10. So I was going to come on and post the barebones project of the glitching Party Limit Gauge script, but I downloaded version 1.02 that was just posted and it's working now! Thank you so so much!
  11. Hello again @Yanfly \('.')/ I have a question on two of the plugins. I'm wondering if there may be a way to code in two things.


    The first is with the steal and snatch. I'm wondering if there is a way I can have items not available to steal or snatch unless


    a certain requirement is not fulfilled. Needs a state on a player, or needs a parameter/variable at a certain amount, then


    the item would appear/be available to steal.


    The second is with the synthesis plugin. Is there a way code a chance at making a different item, or making more than


    one of the item? Perhaps a good way to think of this one would be a 5% chance of making a better quality item (If I make a


    variable for a players crafting skill raise)


    If there is not a current way then I thank you for your time in reading this.


    As always /bow and I appreciate your work!
  12. Hello @Yanfly, thank you for that clarification, but that's not exactly what I wanted to bring to your attention regarding the Battle Core Engine and states. I wanted to clarify my original post to be sure I wasn't misunderstood as the plugin seems to break a very fundamental practice in RPGs that have buffs.


    If this is the intended functionality, this may fall under more of a request. In that case, please forgive my post as I know this isn't the place for requests.


    As it is, the Battle Core Engine doesn't allow a user to apply an action-based buff state (critical hit-chance, debuff on attack, etc) to themselves that lasts for 1 action (and subsequently breaks the ability to do so with the vanilla RPG Maker functionality). More importantly, it also creates a major bug with the implementation of "Any Ally" action-end buff-states (either the user or allies will always be off by 1 compared to the tooltip help / intended functionality).


    In every instance of a state that has an action-duration (Action Start of Action End) and is applied to the user, it's total count will always be X-1 in terms of effective uses (x being the entered turns). Both Action Start and Action End resolve and are removed prior to the user's next action being calculated and thus benefiting from the state. This does not equally affect other allies that the user buffs.


    Two tests I ran using both a self-buffing item and skill that applies a state that adds poison to attack:

    • Action Start: 1: State is removed prior to the next attack and thus the action doesn't add poison (results in 0 action turns being evaluated).
    • Action End: 1: State is removed immediately after casting as the buff counts as the action.

    While these both follow the code's literal interpretation, it does not seem like the intended functionality as it introduces a major bug into any game that uses "Any Ally" buff-states (see note below).


    While its possible to use Action End and buffer the action turns by 1 (so Action End: 2 would result in 1 action benefiting from the buff state), this creates 2 major bugs:

    • If the game uses the Buff States Core to show the buff counter, it temporarily shows 2 charges on the state after application. This is then immediately reduced to the correct 1 count after the action finishes, but this would definitely seem unpolished in a game.
    • If the skill/item is "Any Ally," it results in the state having a +1 turn for any other ally (as the ally wouldn't waste 1 turn applying the buff) while the user would receive the correct buff count.

    I hope that this has made more sense! If this is the intended functionality of the plugin, I'll start looking into ways of adjusting this within my own games, but I definitely wanted to bring this to your attention as it has created quite a few bugs for me as I work to create a few buff-items.


    Note: In contrast, the "Action End" in Vanilla RPG Maker will still allow a state to affect the action prior to resolving and being removed. If you have a state with Action End: 1, the effect will still affect the next action prior to being removed (thus allowing for single action duration states) and allowing for consistent buff-state durations for both the user and allies.


    Thanks for all of your awesome plugins and keep up the amazing work!
  13. @Yanfly It works! Thank you for the tutorial, I don't know why it works now and what I did differently from before but it works now!


    Thank you!


    th_100_.gif
  14. Plugin Name: Instant Cast


    BUG: State change doesn't entirely take effect on an instant cast skill.


    How to Replicate Bug: I have a self-use instant cast skill that inflicts a berserk state on the user, which increases his attack power and makes him exclusively attack enemies. If I apply the state with a non-instant skill, it works as normal. If I use it as an instant-cast, the state is applied as normal, but in the follow-up action, the actor is allowed to act as normal. I suspect this is because the follow-up action doesn't check to see if the actor is inflicted with a state that restricts actions before being performed. Ideally, I want the action of using the berserk skill also included a (buffed) regular attack.
  15. Plugin Name : Party Limit Gauge


    BUG : The hud not hiding when using "Hide battle hud" (Battle core sequence)
  16. Hi Yanfly, you've done amazing work here. I am a strictly a yanfly user because you stuff is so versatile and yet easy to use (to a point lol)  I have one simple question probably been answered already but i cannot find it. All i want to do is show all the skills that can be learned but the player does not meet the requirements yet. I'm sorry again if it has already been answered and i appreciate you time. TYVM Yanfly for all that you've done for this community :D
  17. HeathRiley said:
    Hello again @Yanfly \('.')/ I have a question on two of the plugins. I'm wondering if there may be a way to code in two things.


    The first is with the steal and snatch. I'm wondering if there is a way I can have items not available to steal or snatch unless


    a certain requirement is not fulfilled. Needs a state on a player, or needs a parameter/variable at a certain amount, then


    the item would appear/be available to steal.


    The second is with the synthesis plugin. Is there a way code a chance at making a different item, or making more than


    one of the item? Perhaps a good way to think of this one would be a 5% chance of making a better quality item (If I make a


    variable for a players crafting skill raise)


    If there is not a current way then I thank you for your time in reading this.


    As always /bow and I appreciate your work!



    Currently, there's no way of doing that. It's a bit specialized so if anything, I'll place it in a future extension plugin whenever the opportunity comes.

    ExoEric said:
    Hello @Yanfly, thank you for that clarification, but that's not exactly what I wanted to bring to your attention regarding the Battle Core Engine and states. I wanted to clarify my original post to be sure I wasn't misunderstood as the plugin seems to break a very fundamental practice in RPGs that have buffs.


    If this is the intended functionality, this may fall under more of a request. In that case, please forgive my post as I know this isn't the place for requests.


    As it is, the Battle Core Engine doesn't allow a user to apply an action-based buff state (critical hit-chance, debuff on attack, etc) to themselves that lasts for 1 action (and subsequently breaks the ability to do so with the vanilla RPG Maker functionality). More importantly, it also creates a major bug with the implementation of "Any Ally" action-end buff-states (either the user or allies will always be off by 1 compared to the tooltip help / intended functionality).


    In every instance of a state that has an action-duration (Action Start of Action End) and is applied to the user, it's total count will always be X-1 in terms of effective uses (x being the entered turns). Both Action Start and Action End resolve and are removed prior to the user's next action being calculated and thus benefiting from the state. This does not equally affect other allies that the user buffs.


    Two tests I ran using both a self-buffing item and skill that applies a state that adds poison to attack:

    • Action Start: 1: State is removed prior to the next attack and thus the action doesn't add poison (results in 0 action turns being evaluated).
    • Action End: 1: State is removed immediately after casting as the buff counts as the action.

    While these both follow the code's literal interpretation, it does not seem like the intended functionality as it introduces a major bug into any game that uses "Any Ally" buff-states (see note below).


    While its possible to use Action End and buffer the action turns by 1 (so Action End: 2 would result in 1 action benefiting from the buff state), this creates 2 major bugs:

    • If the game uses the Buff States Core to show the buff counter, it temporarily shows 2 charges on the state after application. This is then immediately reduced to the correct 1 count after the action finishes, but this would definitely seem unpolished in a game.
    • If the skill/item is "Any Ally," it results in the state having a +1 turn for any other ally (as the ally wouldn't waste 1 turn applying the buff) while the user would receive the correct buff count.

    I hope that this has made more sense! If this is the intended functionality of the plugin, I'll start looking into ways of adjusting this within my own games, but I definitely wanted to bring this to your attention as it has created quite a few bugs for me as I work to create a few buff-items.


    Note: In contrast, the "Action End" in Vanilla RPG Maker will still allow a state to affect the action prior to resolving and being removed. If you have a state with Action End: 1, the effect will still affect the next action prior to being removed (thus allowing for single action duration states) and allowing for consistent buff-state durations for both the user and allies.


    Thanks for all of your awesome plugins and keep up the amazing work!



    Thanks, I'll get this checked out. If anything, I can implement a hidden counter on the Action End and Action Starts.

    ramza said:
    Plugin Name: Instant Cast


    BUG: State change doesn't entirely take effect on an instant cast skill.


    How to Replicate Bug: I have a self-use instant cast skill that inflicts a berserk state on the user, which increases his attack power and makes him exclusively attack enemies. If I apply the state with a non-instant skill, it works as normal. If I use it as an instant-cast, the state is applied as normal, but in the follow-up action, the actor is allowed to act as normal. I suspect this is because the follow-up action doesn't check to see if the actor is inflicted with a state that restricts actions before being performed. Ideally, I want the action of using the berserk skill also included a (buffed) regular attack.



    That's a rather specific bug. Thanks though! I'll get this fixed by tonight!

    izyees said:
    Plugin Name : Party Limit Gauge


    BUG : The hud not hiding when using "Hide battle hud" (Battle core sequence)



    Thanks for the catch! I'll get this fixed by tonight!

    Rafe said:
    Hi Yanfly, you've done amazing work here. I am a strictly a yanfly user because you stuff is so versatile and yet easy to use (to a point lol)  I have one simple question probably been answered already but i cannot find it. All i want to do is show all the skills that can be learned but the player does not meet the requirements yet. I'm sorry again if it has already been answered and i appreciate you time. TYVM Yanfly for all that you've done for this community :D



    Thank you! Are you talking about the Skill Learn System? If so, I'm guessing you're referring to the <Learn Require Level: x> notetag. Is this what you mean?
  18. Yes and TY for the quick response :)! heres what i have for a basic attack skill.


    <Learn Cost: 150 JP>


    <Learn Require Level: 5>


    <Learn Require Skill: 10, 6>


    followed by the animated sequence. Just need to be able to show a level one player he can get that skill.


    P.S. i Have skill core and skill learn too.
  19. Yanfly said:
    Rafe said:
    Hi Yanfly, you've done amazing work here. I am a strictly a yanfly user because you stuff is so versatile and yet easy to use (to a point lol)  I have one simple question probably been answered already but i cannot find it. All i want to do is show all the skills that can be learned but the player does not meet the requirements yet. I'm sorry again if it has already been answered and i appreciate you time. TYVM Yanfly for all that you've done for this community :D



    Thank you! Are you talking about the Skill Learn System? If so, I'm guessing you're referring to the <Learn Require Level: x> notetag. Is this what you mean?

    Yes and TY for the quick response :)! heres what i have for a basic attack skill.


    <Learn Cost: 150 JP>


    <Learn Require Level: 5>


    <Learn Require Skill: 10, 6>


    followed by the animated sequence. Just need to be able to show a level one player he can get that skill.


    P.S. i Have skill core and skill learn too.


    sry for double post :(
  20. Rafe said:
    Yes and TY for the quick response :)! heres what i have for a basic attack skill.


    <Learn Cost: 150 JP>


    <Learn Require Level: 5>


    <Learn Require Skill: 10, 6>


    followed by the animated sequence. Just need to be able to show a level one player he can get that skill.


    P.S. i Have skill core and skill learn too.



    The <Learn Require Level: x> isn't meant to show the skill in the list until the required level is met:


    * <Learn Require Level: x>
    * Causes the skill to require the actor's current level to be at least x
    * before the skill even appears on the list to learn.




    If you are trying to achieve the same effect, remove the <Learn Require Level: x> notetag and instead use a Lunatic Mode notetag instead:

    Code:
     <Learn Require Eval>
     value = user.level >= 5;
     </Learn Require Eval>