Yanfly

Yanfly [YEP] Yanfly Engine Plugins | NEWEST: Extended Doodad Pack 1 | Plugin Count: 122+

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Save Event Locations

 

Features and How to Use

 

NPC’s often reset their map locations when a player reenters a map. However, you can change that using this plugin by having the game save their event locations!

 

Plugin: http://yanfly.moe/plugins/en/YEP_SaveEventLocations.js

 

Instructions

Introduction
 
Normally in RPG Maker MV, leaving a map and returning to it will reset the map positions of all the events. For certain types of maps, such as puzzles, you would want the map to retain their locations.
 
Notetags
 
Map Notetag:
<Save Event Locations>
This will cause the map to save every event’s location on that map. After leaving and returning to that map, the events will be reloaded onto their last saved positions in addition to the direction they were facing.
 
Event Notetag:
<Save Event Location>
This will enable this specific event to save its location on this map. After leaving and returning to the map, the event will be reloaded onto its last saved position in addition to the direction it was facing.
 
If you wish to reset the position of the Event, simply use the Event Editor and use “Set Event Location” to anchor the event’s location to the desired point as if you would normally.
 
Plugin Commands
 
Plugin Command
 
ResetAllEventLocations
This resets all the event locations on the map.

Edited by Yanfly
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Event Chase Player

 

Features and How to Use

 

Events have a typically bland movement behavior. They either stand in one place, always chase you, always run from you, move randomly, or always just move in specified patterns. This plugin lets your events suddenly switch from their norm to chasing or fleeing from the player.

 

Plugin: http://yanfly.moe/plugins/en/YEP_EventChasePlayer.js

 

Instructions

Introduction
 
This plugin allows you to make events that will chase the player or flee from the player when the player enters within range of the event or when the event sees the player.
 
How to Use
 
Insert these lines into the script call window within the Movement Route event to give an event the chase or flee flag.
 
Note: This doesn’t work with players.
 
Script Call lines
 
this._chaseRange = x
Event will chase player if reaching x range.
 
this._fleeRange = x
Event will flea from player if reaching x range.
 
this._chaseSpeed = x
Event’s movement speed when chasing.
 
this._fleeSpeed = x
Event’s movement speed when fleeing.
 
this._sightLock = x
Event will flee/chase player for x frames.
 
this._seePlayer = true
Requires the event to be able to see player.
 
this._seePlayer = false
Doesn’t require event to be able to see player.
 
this._alertBalloon = x
This balloon will play when player is seen.
 
this._alertSound = x
This sound will play when player is seen.
 
this._alertCommonEvent = x
This event will play when player is seen.
 
It is best to play this inside of a custom move route for the event at a high frequency rate. Keep in mind these effects only occur after the setting is made and ran, which means upon loading a map, if the event with a low frequency hasn’t loaded up ‘this._chaseRange = x’ in its movement queue yet, the event will not chase the player just yet.

Edited by Yanfly
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External Links

 

Features and How to Use

 

Add a way to access your website (or any) from within your game using this plugin! This plugin will also notify the player if the access attempt was also blocked.

 

Plugin: http://yanfly.moe/plugins/en/YEP_ExternalLinks.js

 

Instructions

Introduction
 
This plugin allows you to place a “link” to your home page at the title screen’s command window towards the bottom. To adjust where the link goes, change the Home Page URL in the plugin’s parameters.
 
Plugin Commands
 
If you wish to send players to other links, you can use the following plugin commands.
 
Plugin Command
 
Opens link in a new tab.
 
Opens link in a new window.
 
Some web browsers may not differentiate these commands too much.

Edited by Yanfly
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Instant Cast

 

Features and How to Use

 

A popular request from the RPG Maker VX and Ace versions of Yanfly Engine, Instant Cast makes its way into RPG Maker MV’s plugin library with a few more features now! Instant Cast allows for skills and items to be instantly used after being selected without using up the user’s turn!

 

Plugin: http://yanfly.moe/plugins/en/YEP_InstantCast.js

 

Instructions

Introduction
 
When an action has an instant cast property, that action is used immediately on the spot without needing to wait for the turn to start. After using it, the actor can perform another action. This can add a whole new dimension of battle depth to your game as instant cast actions do not consume a turn. Note that if your actors can perform multiple actions, the instant cast will only occur if it is the very first action selected and not a subsequent one.
 
In the event an enemy uses an instant cast skill, once the enemy’s turn comes up, it will perform the instant cast skill and then immediately after, perform another skill.
 
It is highly recommended to use this plugin with another plugin that enables skill restrictions.
 
Notetags
 
The following are some notetags you can use to apply Instant Cast properties to your actions.
 
Skill and Item Notetags:
<Instant>
<Instant Cast>
Both notetags work the same. This causes this action when selected as the first action for an actor to be instantly cast. When used by an enemy, this will cause the enemy to have a follow up action without consuming the enemy’s turn.
 
Actor, Class, Enemy, Weapon, Armor, and State Notetags:
<Instant Skill: x>
<Instant Skill: x, x, x>
<Instant Skill: x to y>
This makes skill(s) x into having instant cast properties for the actor, class, enemy, or whenever the weapon or armor is equipped, or whenever the state is applied. If using ‘x to y’, it will be applied to all the skills from x to y.
 
<Instant Item: x>
<Instant Item: x, x, x>
<Instant Item: x to y>
This makes item(s) x into having instant cast properties for the actor, class, enemy, or whenever the weapon or armor is equipped, or whenever the state is applied. If using ‘x to y’, it will be applied to all the items from x to y.
 
<Cancel Instant Skill: x>
<Cancel Instant Skill: x, x, x>
<Cancel Instant Skill: x to y>
This makes skill(s) x unable to be instantly cast. This will take priority over all other properties that may influence instant casting if the actor, class, enemy, equipment, or states possess this notetag. If using ‘x to y’ then it will be applied to all skills from x to y.
 
<Cancel Instant Item: x>
<Cancel Instant Item: x, x, x>
<Cancel Instant item: x to y>
This makes item(s) x unable to be instantly cast. This will take priority over all other properties that may influence instant casting if the actor, class, enemy, equipment, or states possess this notetag. If using ‘x to y’ then it will be applied to all items from x to y.
 
Lunatic Mode – Conditional Instants
 
In the event you wish to have an action be dynamic in whether or not it is an instant cast, you can use this notetag setup:
 
Skill and Item Notetags:
<Instant Eval>
code
code
</Instant Eval>
The code can be anything. However, what you want to define is the variable ‘instant’ to be true or false. ‘instant = true’ means the action will be instant cast while ‘instant = false’ means the action will not. If the variable ‘instant’ comes to no conclusion, it will resume like normal to determine instant properties via other modifiers. It is recommended to use an if/else statement with this notetag.
 
*Note: This will take priority over <Cancel Instant> notetags. This is the only exception to the rule, but only because it can function as its own <Cancel Instant> if done in such a way.
 
Example:
<Instant Eval>
if (user.atk >= 300) instant = true;
</Instant Eval>
 
In the above example, if the user’s ATK value is equal to or greater than the value of 300, the action with this notetag will be considered to have instant cast properties.
 
Instant Cast Priority Settings
 
Since there are a lot of properties now that determine if a skill or item will have instant cast properties, here’s the priority order:
 
1. Instant Eval Notetags
If a skill/item’s <Instant Eval> notetag dictates ‘instant = true’ or ‘instant = false’, that setting will take priority over everything else.
 
2. Cancel Instant Notetags
If there’s a property that will cancel out instant casting on the actor, class, enemy, weapon, armor, or state, this will take priority over all except for anything dictated by the Instant Eval notetag.
 
3. Instant Skill/Item Granting Notetags
The actor, class, enemy, weapon, armor, and state notetags that grant Instant Cast properties will to skills and items will take priority over all except those shown above in this list.
 
4. Inherent Instant Cast Property
If nothing above is used or applied, whether or not a skill or item will have an Instant Cast property will be determined by it having <Instant Cast> in its notebox.

Edited by Yanfly
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Taunt

 

Features and How to Use

 

Taunts have become a mainstream game mechanic for many games. It’s only natural to port something like that over to RPG Maker MV! Included in this plugin are taunt effects and taunt nullification effects!

 

Plugin: http://yanfly.moe/plugins/en/YEP_Taunt.js

 

Instructions

Introduction
 
Taunts add a new mechanic to battle. Whenever a unit has a member with a taunt trait, the opposing unit’s single target attacks and skills must focus on the taunting unit. This adds aggro control for either unit and can add a new level of depth for battle. Taunts are divided up into physical, magical, and certain hit taunts which respectively aggro physical actions, magical actions, and certain hit actions.
 
If there are multiple users with taunt, the rival party can select which taunt user to attack. This is to prevent a lockdown caused by a rival unit making the battle impossible to progress.
 
Notetags
 
The following are some notetags you can use to add taunt traits to your various database objects.
 
Actor, Class, Weapon, Armor, State, Enemy Notetags:
<Physical Taunt>
<Magical Taunt>
<Certain Taunt>
These three notetags enable the database object of choice to have the respective taunt mechanic against those types of actions. Physical taunts will cause the user to aggro all physical type of actions from the rival team. The same goes for magical taunts and certain taunts of their nature.
 
<Null Physical Taunt>
<Null Magical Taunt>
<Null Certain Taunt>
This nullifies the respective taunt trait on the user (not the attacker). What this means is if a user originally has taunt through some form or means, having a null taunt trait applied will remove that taunt effect and the user will be treated as a normal target.
 
<Ignore Physical Taunt>
<Ignore Magical Taunt>
<Ignore Certain Taunt>
This allows an attacker with this trait to ignore any taunts of the respective nature and gain access to all possible targets as if no taunts are in place.
 
Skill and Item Notetag:
<Bypass Taunt>
This causes this skill/item to ignore taunts altogether and the skill/item is able to select single targets as if no taunts existed on the field.

Edited by Yanfly
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Put the Motion Walk after the Move User: Return.

Dear Yanfly.

Thanks for your reply.

I tried your method and it does make change, but unfortunately it still not compatible with my custom battler. I am really sure that my battler is adjusted properly as mentioned by official F1 Manual, except that there is a mistake in manual that has been reported by me in this thread. If your script is designed base on the manual, then I hope you want to fix it.

01_11_02_img02.png

 

As we can see that the default sv_battler is very ambiguous as it has many similar motion which likely just copy pasted from one frame to others (we can even see that character foot is not moving when stepping to attack which make it ambiguous between stepping and standby). If you don't mind, please use battler that attached in your PM by me several days ago. It has complete movement for every motion.

 

Best regards,

RyanBram

Edited by RyanBram
Vendon likes this

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Hey Yanfly, thank you for your awesome scripts.

Just one little suggestion for the Corescript: In Germany the thousand seperator is a . instead of a , 

Changing it via Code isn't difficult, but could you maybe add an option so we can edit in the plugin manager right away? :)

Edited by Marcio

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Found a possible bug for the EventChasePlayer plugin.

 

bug.png

http://s24.postimg.org/xllhx4051/bug.png

 

It seems that the B-tile between the player and the enemy counts as "no visibility". Which makes no sense. It does work correctly for the black 'abyss-tiles' but not for a bit of rubble that is passable by default.

 

The sensor does not detect the player if the player is 'behind' or next of the sensor. The image below with a sensor with a range of 4 does not detect the player at all. I'm not sure if this is intended. I think it is.

no_detection.png

http://s29.postimg.org/n1h9h94nn/no_detection.png

Edited by SilverDash

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The amount of plugins here is just staggering. Fantastic work Yanfly, and thanks for hooking us up with all these plugins!

CWO9gcy.gif

JAD94 and Yanfly like this

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Dear Yanfly.

Thanks for your reply.

I tried your method and it does make change, but unfortunately it still not compatible with my custom battler. I am really sure that my battler is adjusted properly as mentioned by official F1 Manual, except that there is a mistake in manual that has been reported by me in this thread. If your script is designed base on the manual, then I hope you want to fix it.

01_11_02_img02.png

 

As we can see that the default sv_battler is very ambiguous as it has many similar motion which likely just copy pasted from one frame to others (we can even see that character foot is not moving when stepping to attack which make it ambiguous between stepping and standby). If you don't mind, please use battler that attached in your PM by me several days ago. It has complete movement for every motion.

 

Best regards,

RyanBram

 

The motion names were named after what they were named in the source code:

 

gQ0HOgd.jpg

 

If anything, it'd be better if you refered to the Help File found within the Action Sequences themselves as they give a clearer meaning on what to expect.

 

 

Found a possible bug for the EventChasePlayer plugin.

 

bug.png

http://s24.postimg.org/xllhx4051/bug.png

 

It seems that the B-tile between the player and the enemy counts as "no visibility". Which makes no sense. It does work correctly for the black 'abyss-tiles' but not for a bit of rubble that is passable by default.

 

The sensor does not detect the player if the player is 'behind' or next of the sensor. The image below with a sensor with a range of 4 does not detect the player at all. I'm not sure if this is intended. I think it is.

no_detection.png

http://s29.postimg.org/n1h9h94nn/no_detection.png

 
The detection is actually done by reference of how RPG Maker's source code detects if an event is within range of another event (deltaXFrom and deltaYFrom). The things are a little off center by default, however, I choose to not modify the detection method so it would not cause trouble for other plugin makers who may have things in mind with it (like pixel movement or movement effects).
Edited by Yanfly

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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 themIf 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:

    1. 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.
    2. 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.
    3. 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.
    4. 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.
    5. 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.
    6. 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):

    1. Use WinZip or WinRAR to archive the project. Do -NOT- archive it multiple times.
    2. 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.
    3. 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:

     

    1. 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.
    2. 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.
    3. 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. 

Makeratore, Kes and Jonforum like this

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Hi there. Great plugins you got there, really.

 

Got one question about your Battle AI Core. Does it use Target Rate battler parameter? I used it to make character untargetable by single-target attacks by setting it to 0, but when I added some advanced AI - enemies started to target that character all the time (since it corresponded to the criteria)

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Hi there. Great plugins you got there, really.

 

Got one question about your Battle AI Core. Does it use Target Rate battler parameter? I used it to make character untargetable by single-target attacks by setting it to 0, but when I added some advanced AI - enemies started to target that character all the time (since it corresponded to the criteria)

 

If an AI makes the decision for choosing an action from within the priority list, they will choose targets that match their scope, regardless of the target's target rate. If an AI makes a decision for choosing an action from outside of the priority list (ie. within the editor's action pool), it will correspond to the the target rate.

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A way around this would be to evaluate the Target Rate parameter, wouldn't it?.....

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A way around this would be to evaluate the Target Rate parameter, wouldn't it?.....

Hmm... true. There were Eval functions in AI Core. Not sure how targetRate is called in the code, but if I randomly remove targets from scope based on their target rate - it may work. Maybe. Dunno how it works internally, so it may or may not work as I think.

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Congratulations, great job. As usual.

There is a full demo to download to see in practice how to set it up? Even what you see in the video tutorial is fine.

obviously, if possible.

Thank you in advance

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Hmm-hmm-hmm... I was wondering... you have systems that covers almost every gameplay-related aspect of database. But what about statuses? Why no love for them too? Will be nice to have system that extends statuses, For example:

 

1. Status auto-apply conditions. Something like your Auto-Passive statuses system, but less radical - with cancelable statuses.

2. Status stacking. Why not?

3. Status cancel conditions. Maybe you want status to be canceled when TP reaches zero.

4. Maybe... things like evilities in Disgaea series. Like ATK increases 5% * enemy count.

MrPurpleDreadlocks likes this

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*Cough*

 

Skill Tree Plugin

 

*Cough*

 

 

I realllllly don't want to have to make one myself ;___;

Edited by Nelderson
kennysaurs likes this

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*Cough*

 

Skill Tree Plugin

 

*Cough*

 

 

I realllllly don't want to have to make one myself ;___;

I don't quite understand.

 

What would you be needing of a skill tree that you can't access already via database?

 

Skill prerequisites?

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Ah! So here is the thread to that infamous Yanfly plugins!!

You are doing great job here, Yanfly.

 

Now if only I can do something about that item core plugin (so that it will prohibit player from taking further item from events/battles if the item limit is approached...):/

 

Anyway.

HP gauge will be great addition to your plugin list! Voted.

Yanfly likes this

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