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Showing results for tags 'yanfly engine'.

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  1. -------------------------------------- Latest Plugin: Extended Doodad Pack 1 -------------------------------------- Here are some plugins made for RPG Maker MV, a piece of software that lets you create your own role playing games for the PC, Mac, and various mobile devices! Keep in mind that these plugins are made for RPG Maker MV only! They do not work on other RPG Makers. THIS THREAD WILL BE USED FOR PLUGIN UPDATES, NEW YEP VIDEOS, AND BUG REPORTS! This thread is NOT a request thread. Requests include new plugins, new features for existing plugins, and features that you personally think should exist but currently do not. If you want requests, visit the proper subforum for it; this thread is not the place to do so. To make a bug report, simply report it in this thread. Chances are, I will find out about the bug in this thread than by making one in the JS Support forum. NOTE: Read this before submitting a bug report on this thread: I will only support my own plugins and code that I, myself have provided. If there are bugs with other people's plugins and/or bugs with the RPG Maker MV base code itself, I am not responsible for it. Report it in their own threads if it is a bug for their plugin or the official bug report forum if it is a bug with the RPG Maker MV base code. I am not responsible for bugs created by plugins created by other makers. There will be no compatibility patches made between my plugins and non-YEP plugins. This is not because I disrespect other plugin makers. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind this is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. I am not responsible for any Lunatic Mode that you, yourself, have made. If you have created your own Lunatic Mode code that isn't running, go visit the JavaScript Support Forum instead. I am not obligated to explain to you how to code in JavaScript. There are plenty places online to learn it but this thread is not that place. I am not obligated to explain to you how to use all the various functions inside of my plugins. If a function added by my plugins is not listed in the Help File, it means I do not deem that function to be used for script calls. Therefore, if you choose a function outside of the ones listed in the help files to use in a script call, I am NOT responsible for it not working properly for you. No script call support will be provided for functions not listed within the help file. I am not going to "fix" my plugins to work with the Exclude unused files feature that comes with RPG Maker MV. The feature exists primarily for games that don't use plugins or games that use plugins that do not reference other game files. Read about it here in detail. ALL bug reports MUST follow these guidelines and use this template: Plugin Name: (What is the name of the plugin?) Do you have all the latest updates for the plugins in question? (Click here for all of the latest updates and install them. If you do not have the latest updates, I will ask you to remake the bug report) Plugin Parameter Changes: (Mention ALL of the changes you've made to the plugin's parameters. Otherwise, I will revert every single plugin's settings to the default setting) Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.) Create a Sample Project Reproducing the bug: The sample project MUST follow all of these guidelines: Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project. If I do not see an empty project with Harold, Therese, Marsha, and Lucius, I will not look any further. The project's file size must be 200 MB or LESS. Remove unnecessary audio and image files until you reach that size or use MV Stripper if you need help doing so. Install -only- the affected plugins. Do NOT copy/paste them over from your project's Plugin Manager. If you're using non-YEP plugins, do NOT include them. That said, I apologize that both ATB and CTB are no longer supported by Yanfly, so if you're using them, please remove them from the project used for the bug report. Do -NOT- rename the plugins' filenames. They will not work if you do so. MAKE SURE you DO NOT change the filename from the file downloaded from the website. Make sure they're in the EXACT order listed on Yanfly.moe. The correct ordering of plugins is important. Some plugins will not work if they aren't in the right order. Do -NOT- deploy the project through File > Deployment. Do -NOT- box the sample project. If I cannot open up the sample project when I get it, you will have to redo it all. Error Report: (If you received an error message, press F8 when the message is received to open up the debug console, then copy/paste the entire error log and paste it here). Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.) Did you recreate the bug on the sample project? (If not, do so. MAKE SURE you are using notetags in the right place and haven't misspelled anything. DO NOT USE SAVES. I need to know exactly how to recreate the problem from start to finish. Simply giving me a save file tells me nothing.) Upload the sample project and share the link (ABSOLUTELY REQUIRED): Use WinZip or WinRAR to archive the project. Do -NOT- archive it multiple times. Upload it on a website like Mediafire.com or Dropbox. Do -NOT- use a website that involves timers like 4shared, RapidShare, etc. If I am time-gated from downloading the project, I will ask you to reupload it somewhere else. Post the link here. If you do not include a sample project that meets these guidelines, the bug report will be invalid. There are NO exceptions. WHY I NEED A CLEAN SAMPLE PROJECT FOR BUG REPORTS: If you're wondering why I make it an absolute requirement for sample projects containing to be made, it's because in the past, I've chased and hunted bugs that do not exist either because a user had a conflicting error with a non-Yanfly plugin, has not updated the plugins, using the plugin incorrectly, or think something is a bug when it really isn't. The amount of time I've wasted chasing these "bugs" is unfathomable as that time could have been spent developing new content. To mitigate this issue, I made it an absolute requirement for bugs to be reported in such a manner because of the following: It makes the user go through all of the troubleshooting steps to reduce the amount of user errors. If the user identifies it as a user error, then the user would also have gained troubleshooting skills, which are essential for game development. If you cannot be bothered to learn how to troubleshoot, I'm afraid RPG Maker will be giving you a whole lot more stress later on. Isolate the bugs caused by Yanfly plugins away from non-Yanfly plugins. As stated above, I do not provide support for non-Yanfly plugins due to my lack of time to create compatibility patches for non-Yanfly plugins. Having over 100+ plugins, making a compatibility patch for each one of those with every other plugin out there is absolute insanity. It shows that the user is serious about getting the bug fixed as I am. Being able to put out time to isolate a problem so it can be fixed means the user is serious about getting their game made. If you are not serious about getting a bug fixed for your game, then I have no reason to be serious about getting it fixed for you. As a user's time is important to them, my time is also important to me, and this is our mutual agreement to get things done cooperatively. Thank you for understanding. BASIC TROUBLE SHOOTING 1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/ 2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them. 3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager? 4. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager? You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video: http://yanfly.moe/yep/changelog/ Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work. 5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts. 6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project. F.A.Q. ABOUT ATB AND CTB PLUGINS The ATB and CTB plugins are custom battle systems that do NOT involve a turn-based system that you're used to with the default turn-based battle system (DTB). They function off of a tick-based system, which means it does not work off standard means. This also means you have to adjust either the plugin or your game to fit these means. Here are some frequently reported "issues" with the system. None of these are bugs so do not report them as bugs. If ATB bars are taking too long to fill up, then change your battlers' AGI values to higher or change the plugin parameters to fit your game. If ATB states are dropping in turns too quickly, this is because you didn't adjust the proper state turn settings within the Battle Engine Core to fit your game. For ATB, no, I will NOT make Active Mode. It's not because I can't (I've made it before in VX's Yanfly Engine Melody). It's because RPG Maker MV's code structure for the battle system makes it more likely to break everything if it does so. If this is something you absolutely need, the Plugin Request Forum is your place to visit, if DoubleX RMMV Popularized ATB Core(which is at least compatible with my Battle Engine Core with the compatibility fix) can't meet your demands already. If there is "lag" between CTB turns, this isn't because of the plugin. This is because your low AGI values is making the game go through hundreds to thousands of CTB updates per tick. Once again, either you increase the AGI values or change the plugin parameters to fit your In CTB, States "skipping" multiple turns when updating isn't a bug. It is because in between the previous battler next battler, there was a huge gap in time, enough to go through two state turn cycles. Adjust the state turn settings within the Battle Engine Core to fit your game. For CTB, no, I will NOT make multiple instances of turn icons appearing for multiple actors. If you want something like that made, you can request it in the Plugin Request Forum. If all of these issues are beyond you, then I'm afraid the ATB and CTB plugins aren't for you. As a developer, it is your responsibility to understand the plugins and systems you are using. You are not doing your players any favor by using a system that you, yourself, do not fully comprehend. I will not educate anyone how ATB and CTB systems work. My plugins work based on the ATB and CTB systems of existing Final Fantasy games with slight tweaks to fit RPG Maker MV's system. Please study them on your own accord. TERMS OF USE HOW TO INSTALL PLUGINS And below are the plugins I've made. I strongly recommend that you place these plugins in the following order if you plan on using them. The plugins here will link to the individual posts on this thread for more detail.
  2. Update 2016-10-28: Fixed the Formation window so that at least one hero must be alive when exiting the window. My thanks to willer111 for pointing it out. Credit where credit is due- I got the idea from Yanfly's Party System engine and had originally written these changes into his code. I was originally going to contact him to offer my changes as a contribution, but then I realized that I had made no actual changes to any of his work. So I split my code out and am offering it as an extension for his plugin. I will also concede that the code format for my plugin is mostly a rip and duplicate effort based on his work. This plugin enhances the Yanfly Engine Party System plugin by providing the option for live party members not involved in combat to replace dead members if everyone fighting dies. It has two main options: allow the player to select a replacement party using the Formation menu, or randomly fill the combat team with random members that are not dead. Before swapping out members, the game will display a customization message to let the player know what's going on. This only works for actors *in* the party, so if you couldn't chose them from the Formation menu, you can't get them here either. I'm releasing this as version 0.90; I'm not certain I'm happy with the way the way the combatants are replaced if the menu is not used and may want to see how I can better animate it. I'm also not 100% certain that this code is fully functional. While there are only a couple of options available for configuration, I can't promise that it will work with all YEP plugins. I know that it works with the Battle core and ActorPartySwitch extensions, primarily. As of this time, there are no scripting commands to turn on or off any functionality. I'm not interested in learning how to do that tonight. To use this plugin, please place it in your project's plugin folder with YEP_PartySystem.js and link my script beneath the PartySystem plugin. YEP_X_PartyReplaceOnDeath.js
  3. So, I updated RMMV, it messed up all my plug ins, not really messed them up, it just unplugged them lol, so I had to replug and reorder them. Now my Equip screen messes up. When I turn Equip Core off, it works. http://yanfly.moe/2015/10/15/yep-10-equip-core/
  4. Yep Action Sequence

    Hi I am posting this thread twice.... But my last one was in the wrong Topic so it didn't got any anwers. I have a action sequence. but when i use it in someone with a bow bow animation doesn't plays. what do i do wrong. need help here is the act sequence <setup action> display action if user.attackMotion() !== 'missile' camera focus: target zoom: 150%, 20 camera offset: right, 50 else camera focus: user zoom: 150%, 20 wait: 40 camera focus: target zoom: 150%, 20 camera offset: right, 50 end immortal: targets, true </setup action> <target action> if user.attackMotion() !== 'missile' move user: targets, front, 20 else perform start end wait for movement motion attack: user wait: 10 attack animation: target wait for animation action effect wait for animation wait for movement wait: 5 </target action>
  5. YEP Row Formation Slots

    I have a suggestion to make for the Row Formations Plugin. Currently, you can set any amount of members to any row, however after rewatching the video tutorial and reading through the help file once more, I did not find a possibility to limit the amount of members, one row can have. Example: I have 3 rows. The front row has 4 slots, the mid row 2 and the last row only 1. this way, the player can not have 4 party members at row 3 for example, only one member gets the benefits of row 3. Furthermore, we have the row lock option and the option to allow certain skills only if they are in certain rows. What's missing entirely is the option to ban certain rows for certain actors. Example: There are five rows. Actor 1 can go to row 2 and 4, but 1,3 and 5 are forbidden for him. Let me know if there's a chance to implement it, or maybe recreate it with some smart javascripting. Regards
  6. So for my game I intend to have the max number of characters to be nine. One of my characters is a summoner of sorts and can bring up to 4 weapons to assist in battle. My issue is when I do this, the group of characters appear much too high on the screen in the side view battles. I would like to try and lower their positions on the screen. I am using the Yanfly engine for this game, specifically the Battle Core plugin, the Party System plugin and the Row Formation plugin to achieve this. Each of these has a parameter to move the actor's positions but as I am not proficient in coding, I'm not entirely sure which of these plugins I should be looking to change the positions, or how to modify the formula correctly. Any and all help would be greatly appreciated and if necessary I can upload a sample project.
  7. Yanfly core + System options issue.

    So I'm using the Yanfly System options script where I have made my own switches and variables for certain things, but there's a particular one I can't get running and I need some help. Inside the core script of Yanfly's there's a possibility to change the animation speed from default:15 to max 60 fps (I use 30 fps as the default animation speed here). Now what I want to do is to make a custom variable that will let the player change the animation speed from the options menu, here's my complete setup of this: Variable setup: Common Event: Now, I think I might use the wrong script call for changing the speed module for yanfly's core script. But I can't seem to figure it out when looking inside his script. These are the lines I found about the animation rate: #-------------------------------------------------------------------------- # overwrite method: set_animation_rate #-------------------------------------------------------------------------- def set_animation_rate @ani_rate = YEA::CORE::ANIMATION_RATE If anyone can find the proper script call, or if I have set this up in the wrong way I would be very thankful! The scripts can be found here for reference: Ace core: (For animation script call). Ace System Options: (For the varaible setup in System options menu). Hope someone can aid me with this, thanks for your time!
  8. Hello, I would like to suggest a plugin command to forcefully change an actor's class. For example: Harold is investigating a poisoneous swamp. He then get's suddenly attacked by a huge slug wave and is infected by a virus. This will change harolds class from "Knight" to "Infected Knight" for example, with a new skillset, stats etc... The player can NOT change the class back by default and he is locked into this class (until he is cured with another plugin command). What do you think about it? Regards Goldschuss
  9. Click here to go to the Calculator The Enemy Level Calculator is a tool made by me to assist in the usage of Yanfly's Enemy Levels plugin for RPG Maker MV. Yanfly's Enemy Levels plugin is a simple concept at first glance, but a difficult plugin to make full use of. This is primarily because RPG Maker MV doesn't come with the tools necessary to see the future growth values of enemies across different levels. Without the ability to see those predicted values, it becomes increasingly difficult to balance your RPG Maker game if you are using the plugin. The Enemy Level Calculator table is made to simplify that purpose. With it, you can enter the base values, increasing percentage rate, and float growth to see how the enemy's stats will appear at different levels. This will help in making the proper stats for different enemy types to keep the game in balance. By default, the formula listed in the table is a linear progression curve. This means that the enemy's stats will growth at a steady rate. You are able to use any JavaScript math functions to alter the way the curve works if you desire. Should you want to make it into an exponential curve, you can use JavaScript functions such as Math.pow(b, 2), Math.sqrt(b), Math.log(b), etc. to alter the stat growth the way you want. I hope this Enemy Level Calculator becomes useful for any users with Yanfly's Enemy Levels plugin installed! Let me know what you think! The Calculator is better seen and used in Google Chrome. Here is it's intro video posted on Yanfly's account. ========= Click here to go to the Calculator Figuring out the right amount of defense values to give your actors when using Yanfly's Armor Scaling plugin can be a challenge. This tool will allow you to test various defense values to see how armor scaling will affect different base damage values to help assist you in figuring out how to make armor scaling work right for your game. Here is it's intro video posted on Yanfly's account. ========= Click here to go to the Calculator This is a calculator made for the Base Parameter Control and Class Base Parameters plugins! This tool is used to calculate the changes made to the various RPG Maker MV parameters and show their growth across different levels. Now it also allows usage for the Special and Extra parameters. Here is it's intro video posted on Yanfly's account. ========= Click here to go to the Calculator For those using the Class Base Parameters plugin, developers are given the option to create their own EXP formula. This tool exists to help game developers figure out what kind of formula to use for their game. Here is it's intro video posted on Yanfly's account.
  10. I have the correct plug ins installed in the right order, watched the tutorial videos and read help files several times. I placed this code in the note section of my ice attack, but my character does her standard moves. My goal is to make the battler transparent, so that i can implement the battler into the actual animation for easier movement and effects. Please tell me how I did this code wrong...nothing seems to work and I'm not good at all this Java script. <setup action> opacity target: 0, 1 display action immortal: targets, true perform start cast animation wait for animation </setup action> <whole action> </whole action> <target action> action effect: target death break </target action <follow action> </follow action> <finish action> opacity target: 255, 1 immortal: targets, false clear battle log perform finish wait for movement </finish action>
  11. Error with Yanfly Battle System

    undefined method '<=' for nil:NilClass