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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. Hey peeps, so I was trying to alter the total counter of an actor via a scriptcall. Sadly the total counter number is not stored in the battler, or at least I don't find it, so I cant just go with "actor.counterTotal = 3" or something like that. There is a function "actor.counterTotal()" which returns the total number of counters a battler has per turn, but I haven't found a function to set, add or alter it in any way. I have tried functions like "actor.setCounterTotal(3)" and so on, but I didn't seem to guess the right function. I have also looked through the proto functions, but no success. I have also looked through the .json data to find any hints but no success either. So if anyone of you knows "the" function or a way to alter the total number of counters per turn, please let me know Romepizza edit: I'm asking because Yanfly tends to provide her plugins with functions like that to give us developers maximum control over our game. I would be surprised if she didn't do so here.
  3. So I am looking to add a state that causes the person affected to release a lightning attack against all allies right before their chosen action. How would I go about forcing the skill that does the AOE damage and then still execute the action chosen by the character? I am using Yanfly plugins and was wondering if this is possible using the lunatic notetags for the buff and states core.
  4. Whenever i use the Yep tag \autoevent[0] It works properly however the command messes with Galv message busts position and i end up with something like this: Any help to fix this problem would be appreiciated
  5. Hey there! I'm using a version of Yanfly's Battle Engine, with small modifications for my project. Nothing that would change how this in particular would work, anyhow. So, what I'm curious about, is how can I check if a hit is critical? I've used his screen shake snippet for some minor stuff, like this snippet below: def perform_damage_effect $game_troop.screen.start_shake(3, 13, 10) if YEA::BATTLE::SCREEN_SHAKE @sprite_effect_type = :blink if YEA::BATTLE::BLINK_EFFECTS Sound.play_enemy_damage end But I'd like to potentially spruce up critical hits a bit by making it a more vigorous shake if a critical hit is done. I know that he pushes a critical flag, and I can only assume that's because whether or not a hit is critical is only kept in memory for so long. So, I tried this, to no avail: def perform_damage_effect if @flags.include?("critical") $game_troop.screen.start_shake(3, 5, 200) if YEA::BATTLE::SCREEN_SHAKE else $game_troop.screen.start_shake(3, 5, 10) if YEA::BATTLE::SCREEN_SHAKE @sprite_effect_type = :blink if YEA::BATTLE::BLINK_EFFECTS Sound.play_enemy_damage end Here is a link To the YBE. Any help would be appreciated, but I'm aware that it's a lengthy script to comb through.
  6. SumRndmDde recently released an amazing character creator plugin, which however and unfortunately has a number of compability issues. I and others have already contacted him about these issues, but it is of course up to him whether he wants to put in the work for something not immediately necessary. In the meantime, I ask here in hope to receive some guidance or pointers. Any help is appreciated. Firstly, Hime's Disabled Choice Conditions renders character creation impossible due to making both the "yes" and "no" upon confirmation both invisible and unselectable. Using the provided plugin commands did not help the issue. Secondly, the created character will not be visible in battles using Yanfly's Battle Core. And lastly to my current knowledge, the character's face will not appear in the save screen using Yanfly's Save Core. All of these plugins and the first two especially are essential additions as you all know, and thus it would be incredible to have them all work within the same project, even if a long shot. Thanks to everyone in advance!
  7. Hey guys, Not sure if this was meant to be a feature or if I'm over looking something. I'm using Yanfly plugins. ClassChangeCore, Subclass, BaseParamControl, and ClassBaseParam. I set up some Custom class parameters in the Class Note for Warrior. <Custom Class Parameters> maxhp = level * 50 + 50; maxmp = level * 20 + 45; atk = level * 6.5 + 15; def = level * 6 + 15; mat = level * 5 + 12; mdf = level * 5 + 12; agi = level * 5 + 13; luk = level * 5 + 12; </Custom Class Parameters> When any class I set with custom parameters is set as the main class, it will not receive any stat boosts from a sub class. Is there a work around for this? Is this a bug? I assume it is happening because I'm trying to set custom parameters for a class and it won't let the subclass plugin change those parameters. I figure there may be a way to Lunatic Mode it to add a percentage of the subclass stats to it, but I haven't tried to do anything like that yet. I didn't want to submit a bug report if someone has maybe already fixed this and I just couldn't find it. Any input would be helpful! Thanks in advance!
  8. I've got 5 different abilities where I've tested all sorts of things, as you can see in the editor of the skills. Plugins used: http://imgur.com/a/UVqPd I think I've been pretty thorough in this post, but here is the example project download so you can test it yourself: https://drive.google.com/open?id=0B5M9KFpBMNoaalg5eTFuSnlZNkU The three things I want to work, but can only get 2 / 3 at any given time are : 1. Character takes the "skill shot challenge" 2. Character takes out gun 3. Character shoots and does damage to the enemy I thought it had something to do with the variable " $gameTemp.tas_power " but that's not what is making the damage nonexistant. I've taken that out and still there is no damage. For some reason putting any code that has to do with weapon animations makes my damage go to zero. I think it is some sort of sequencing issue. I'm not the smartest with this stuff though so I'm thoroughly confused after exhausting what I do know and trying as many things as I could to fix the issue. Name: Fireshot Formula: (100 + a.mat * 2 - b.mdf * 2) Note: <Timed Attack: default> Speed: 13 <End Timed Attack> Results: Skillshot, damage, no weapon animation --- This is what I've been using as my "good enough" for most of the game making. Name: Lightshot Formula:(100 + a.mat * 2 - b.mdf * 2) * ($gameTemp.tas_power) Note: <Timed Attack: default> Speed: 13 <End Timed Attack> <target action> motion ATTACK: user action animation wait for animation action effect: target Results: Skillshot, no damage, weapon animation Name:Darkness Shot Formula:(100 + a.mat * 2 - b.mdf * 2) Note: <target action> motion ATTACK: user action animation wait for animation action effect: target death break </target action> Results: No Skillshot, no damage, weapon animation Name: Watershot Formula:(100 + a.mat * 2 - b.mdf * 2) * ($gameTemp.tas_power) Note: <target action> motion ATTACK: user action animation wait for animation action effect: target death break </target action> Results: No Skillshot, no damage, weapon animation Name: Electric Shot Formula:(100 + a.mat * 2 - b.mdf * 2) * ($gameTemp.tas_power) Note: <target action> motion ATTACK: user action animation wait for animation action effect: target death break </target action> <Timed Attack: default> Speed: 13 <End Timed Attack> Results: Skillshot, no damage, weapon animation Lastly, when I say no damage I don't mean 0 is popping up. The turn just literally ends. Ok hopefully this is thorough enough, it's driving me crazy!
  9. Hi all, very new to posting here, but essentially I'm cobbling together a Free Turn Battle System in MV (much like Yanfly's old VX Ace script) using a couple of scripts, most importantly Yanfly's Battle Status Window which allows the player to give actors commands in whichever order they want, regardless of the formation (Seemingly- It essentially involves skipping and unskipping turns in the Battle Window's code). Add in a bit of instant cast and forced 'tapped' states, and you essentially have a Free Turn Battle System... kind of. The problem I'm running into is that while using the Status Window plugin if you scroll to the right past the last battler in your formation it'll end the player's turn. This also occurs if the last battler in the formation is given a command (but I honestly kind of like this because it makes formation somewhat meaningful). Currently my trouble-shooting has been using my limited knowledge of JavaScript to attempt to create a conditional for skipping turns based on a the battler's position in the formation, but to my understanding there's not really a way to "check if battler is last in formation" in the code. So, given the way RPG Maker handles turn order and commands, I'd be incredibly grateful if someone could create a plugin that has the player confirm (Yes or No) whether or not they want to end their turn and execute all actions once all commands have been given (This being something that would apply to the default battle system as well as the illusion of Free Turn that I've created here) (For reference here is what that status window looks like, and what I mean by scroll past) The reason I ask for this particular solution is because it seems fairly multi-purpose (so others might get other uses out of it) and works well within the framework of how RPG Maker handles turn order. That said if anyone else has other solutions (or an alternative to using this method altogether) I'm more than open to use them. TL;DR A plugin that asks the player (Yes or No) if they would like to execute all of the commands given after the last battler in the formation has been given orders. If no returning the player to the battle menu as though they'd canceled the last command given. If yes executing the battle as normal.
  10. Hi, I'm not entirely new to RPG Maker, however I am very new to Javascript. I have gotten TerraxLighting to work fairly well with minimal issues, and I just added the Yanfly Core Engine to my plugins. I wanted to increase my resolution in-game to 1280x720, which worked fine, but i seem to be having a conflict with the scripts, resulting in a half tinted screen. After this happened, i tried changing the 'screen size' setting in the plugin menu for terrax, to the same size, but it doesnt seem to have made a diffence. Here's some pics, thanks for the time of whoever reads this
  11. Hi everyone, I'm using Yanfly's Learn Skill Engine, and I've come across a bug that I can't find an answer to. Here is the scenario: There are 5 Actors, and all are able to learn every move in the game. Each Actor starts with a certain move set. When I open the Learn Skill menu, the skills they already know are still available for purchase. I have not modified the original Yanfly script except to change the display of "Skills" to "Phrases" and the cost to JP (which I have installed). I have tried having the moves added by Actor and Class. Neither were recognized. Example: Liam starts with the move Static. However, he is still able to learn Static in the menu and cannot learn any moves that require Static. Any help and insight would be greatly appreciated!
  12. How do I make a skill like this? I have the physiology skills set as passive states.
  13. Maliki's Item Durability EX ver 1.4 Features: This plugin gives extra functionality to YanFly's ItemDurability Plugin allowing durability to affect item's stats and changing the default behavior of the plugin to delete items upon break. HowTo: Required Yanfly's ItemDurability Plugin and any associated Plugins. Install this Plugin under the ItemDurability plugin. (Detailed instructions can be found in the plugin's help section.) Plugin Conflicts: There shouldn't be any conflicts with this plugin, however let me know if any are found and I'll try to correct them. Permissions: This plugin can be used in any project, commercial or otherwise, as long as credit is given. Updated: Now added Script calls to total all durability and repair all items for intended use with characters such as blacksmiths. Updated: Now durability is affected by elements! Updated: Now durability of specific items can be altered via script calls! Also added durability damage immunity in battle for items via note tags. Finally, cleaned up the code a bit and adjusted the Help section for readability. Download: http://pastebin.com/3r2L4xF8
  14. Hi! Would very much appreciate some help with yanfly state transformations. I've followed Yanflys tips and tricks video on enemy transformations using YEP_battlecore and YEP_buffsandstates and have run into this problem. Created a new project and put only the following updated plugins in: http://imgur.com/a/24enT [YEP CORE, battle engine core, buffstatescore, animatedSVenemies] The creature transforms but when targeted its sprite turns into a black box as per the video below. I've also included the script from the state. It's interesting - before the enemy transforms there are no problems with the black box. The transformed sprite has no problems being targeted when it is the initial form either. I've searched around the forums and some people have had similar issues with ICONS but not with the actual battler. I've already tried changing the transformed sprite to a different one to rule that out. Edit: problem seems to be with my custom initial sprite. The size was too big, just being scaled with animated SV battlers - which was causing problems. Fixed by resizing in photoshop.
  15. Hello, I'm trying to implement a passive aura for my game using Yanfly's Auto Passive States and the extension Yanfly's Passive Auras. For example, I want to give one of my actors a passive that provides a stat buffing aura to the rest of my party as long as that actor is alive. I have created two states, the origin (state 1) and the aura (state 2). To create an aura I have added the tag <Alive Ally Aura: x> to state 1, where x = 2. I have given state 1 as a passive state to an actor using <Passive State: x> where x = 1. When I enter a battle I can see the passive state 1 on my actor with the passive but I do not see the aura it should give via state 2. If the origin state is given via a skill being cast then the aura works, I assume it does not work as a passive state as a result of a rule to prevent loops. Is there a way I can use Lunatic Mode to achieve what I'm after? If not what is the least convoluted way I can do this?
  16. I am using a number of Yanfly plugins. The relevant ones that I'm using are Battle Core; Action Sequence Packs 1, 2, & 3; and Animated Side-view Battlers. I don't think Animated SV Battlers is affecting it, but it might be. I'm getting this odd error while using action sequences: I set the user to use the "swing" motion while using a sword skill, but although the weapon appears right, the character performs the "skill" motion instead. I don't know if this has been asked before or not, and it is a somewhat minor issue as it took me a while to even notice it, but it is still a problem because if a player notices it, it will make the game look unprofessional. Here are the note tags of one of the skills that I've noticed the problem on: <Target Action> move user: target, front base, 4 face user: forward motion swing: user perform action motion wait: user action animation: target wait for animation action effect: target death break </Target Action> <follow action> perform finish </follow action> To recap the issue, the sword is appearing as it should but the SV actor sprite is using the "skill" motion instead of the "swing" motion, causing the sword to float next to the actor's hand instead of being gripped in it.
  17. Csk Class Name Change

    Class Name Change 1.0 by Ceschi IntroductionThis plugin change the name of the class for an actor, allowing to use the same class for different actor but displaying a different name. When I was using Yanfly's plugin for Changing Class http://yanfly.moe/2015/11/27/yep-32-class-change-core/ I found that does not allow to change the name of a class depending on the actor using it. Not his fault, but that was the way RPG Maker MV is made. But I wanted more. So, how can I realize a Maid/Butler class? Or even better, how realize a rpg like Fire Emblem Fate, where classes have different name, depending on the faction/races? Now, with this plugin, is possible. Free use for any type of game, just credit me. And, of course, Yanfly, if you're using his plugin for changing class.Features- Easy to use.- Full compatible with Yanfly's Plugin.How to UsePut on the class notetag the following tag: <Actor x Name Y> Where x is the ID number of the actor and Y is the NAME you want to see on the menu. EX: <Actor 1 Name Maid> -> you will see the class as Maid, for actor 1. N.B. If you're using Yanfly's Plugin, put this under ALL of his plugin (just to be sure...). Pluginhttps://github.com/nerochepiace/Rpg-Maker-MV/blob/master/CSK%20Class%20Name%20Change.js Enjoy!
  18. Okay, so the other week I posted a question about using an encyclopedia in the menu. I found an encyclopedia to use: CSCA Encyclopedia by Casper Gaming. However, I'm using a bunch of Yanfly scripts and I do not know how to put the Encyclopedia script into the Yanfly Ace Menu Engine. Is there a simple way to do this or will it take actually writing out a code to put it in the script to make them compatible?
  19. Hello guys, I have a question to Yanfly's counter control plugin: Is it possible to make your character counter an attack ONLY! if he first evades the attack. I have been trying multiple notetags but fail to get the desired effect. First I thought that the notetag <Evade Counter> will accomplish that. But what this does is, it makes the character evade every enemy attack before countering. Than I thought about this notetag: Counter Condition> condition condition </Counter Condition> But I can find a way how to achieve this... What would be the condition I have to type in? Anyone got an idea? Any help is greatly appreciated. Thank you
  20. Hey ! I have a trouble with making a pretty simple poison effect. In my game, I have an assassin who is able to equip poison. The equipped poison grant a passive state to the assassin, and this passive state do something in battle. My problem is with one of these poison. The goal is to inflict 20% additionnal damages for each physical attack. This is the code in the state notetag : Actually it seems to work, but I have one main problem : the damage display. When this poison is equipped, and I attack, only the additionnal damages are displayed (but the base damages + the additionnal damages are dealed to the enemy). How can I make it look like the display of a repeatable attack ? Thanks by advance !
  21. So I am experiencing a strange issue while trying to spruce up my UI. If I have Moghunter's Battle Hud and Yanfly's Selection Control and I try to target an enemy with a magic attack I get an error "TypeError undefined is not a function". It has something to do with the targeting from what I can gather from the console, but for the most part I can't make heads or tales out of it. -Doesn't happen with "Physical" or "Certain" attacks, just with "Magic" attacks. -If I turn off either Moghunter's Battle Hud OR Yanfly's Selection Control then the error goes away. Anyone know what's going on or know of a fix? I'm very confused why it's only "Magical" attacks.
  22. Need help with Yanfly AnimatedSVBattler

    Ok, yet another question. I'm trying to figure out what I did wrong or what I need to adjust in order to get this to work. Now I added the BattleCore plugin, and I have it placed above the AnimatedSVBattler plug in. I am wanting to use one of the actor sprites as the enemy. And after adding the appropriate Note tag to the enemy <Sideview Battler: Bandit> it shows up just as I want it. Hurray! My problem is that it jumps forward every few frames and then skips back. Then it'll linger then jump forward again then skip back. And so it just goes back and forth constantly. I have a video listed below that show's what's going on, and I tried to cover all of the settings I have so maybe someone can see what I have incorrect and need to fix. https://www.youtube.com/watch?v=-dBS7SRbNpo
  23. Yanfly's skill core plugin has a function that lets you write custom skill conditions. This was an included example: <Custom Requirement> if ($gameParty.gold() > 1000) { value = true; } else { value = false; } </Custom Requirement> The included example sort of made me think of trying to have 'dual skills', with the custom condition for said skills being that it'll check to see if a specific actor (other than the user) is in the active battle party AND if they are currently alive. The skill being selectable only if both conditions are met. The rest can be done through action sequences where one could reference the specific actors by their ID or whatnot. Would anyone know the syntax to do that/is that possible through the custom skill requirement? Furthermore, let's say hypothetically this situation works. You pick a 'dual skill' but before it can be performed, an enemy with faster speed acts first and kills the dual skill participant. This was an included example for code that can be run at the skill execution. <Custom Execution> $gameParty.loseGold(1000); </Custom Execution> If you were to run the exact same syntax from the custom requirement section (checking to see if a specific party member is in the active battle party AND alive), would that prevent the skill from being used since it would return a false for the condition? I'm not married to the idea of having dual skills, but if it's possible to use the skill conditions to have some, that would be pretty neat. I imagine otherwise you'd just need a plugin built for that sort of thing.
  24. Yet another question from me! I'm on a roll. Or perhaps I'm just dense... In any case, I discovered through searches that it's apparently impossible to use eval in Yanfly's AI Core to evaluate state !== plus another condition, due to the way state !== works. I was hoping someone might help me find a workable alternative. What I'm essentially looking for is for my Shield Wall ability to only be used when two conditions are true: user state !== Shield Wall troop alive members > 1 Shield Wall applies an identically named state which raises all allies' Defense while lowering Agility. However, it doesn't make much sense for a lone fighter to form a shield wall. I could just leave it at condition 2 and let random, unnecessary Shield Walls trigger, but I'd rather not do so if I can help it. Any thoughts? Edit: Right now I've got it set up like... Random 75%: Attack, Lowest Agi Troop Alive Members < 2: Attack State !== Shield Wall: Shield Wall I'd prefer a better solution, but if I'm right, this should mean that Shield Wall is only used when there are at least two members, because with less than that, AI says attack. Then again I suppose this mains AI Level will have to be 100... Eh, I'll play with it and see what happens.
  25. Trying to do something pretty simple: Make enemies line up during an animation. I tried doing it relative to the user's location, but that got ALL kinds of screwy, so I decided I'd do it with coordinates. Here's what I came up with, with the help of a tool that finds coordinates for you as I'm horrible at these things: move friend 1: point, 140, 200, 15 move friend 2: point, 140, 220, 15 move friend 3: point, 140, 180, 15 move friend 4: point, 140, 160, 15 move friend 5: point, 140, 240, 15 It works.... except that everyone moves to the far top left of the screen, most of them cut out of the image, which was not at all what the tool told me I'd be getting. If anyone knows what I'm doing wrong, I'd appreciate the hand. Lest anyone wonder, by the way: The tool does work and has in the past, but I've never tried it in conjunction with the Action Sequence plugin until now. (I'm off to bed, so I'll have to get back to any "try this and report results" replies tomorrow.)