Yanfly

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

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I am not yanfly but i can try to help 

if i wasnt wrong it will be like 

 

action animation

wait for animation

action effect

death break

action animation

wait for animation

action effect

death break

action animation

wait for animation

action effect

death break

action animation

wait for animation

action effect

death break

action animation

wait for animation

action effect

death break

 

action animation is used to play the skill animation

wait for animation is to until the animation is done

action effect is used to infect the damage to target

death break is to stop if the target is dead

 

so if u do it like

action animation

wait for animation

action effect

death break

action effect

death break

action effect

death break

action effect

death break

action effect

death break

it will play animation once but will do damage 5 times

 

better watch yanfly's video for this

 

With your help and your commitment ... really ... but the effect is not the same as the video ... the character stays in place , and the animation hit the enemy exactly 5 times , but the character does the same movements of the video !!! anyway thanks again !!! I hope you can help me maybe Yanlfy

 

@BryanBram

Except for the problem in your attack mode , but how do with long-range weapons ???

Edited by Lionheart_84

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Plugin Name: Yanfly Engine Plugins - Equip Core

 

Error Message: None

 

How to Replicate Bug:

- Open equipment menu for a random actor with 3 axes in the inventory.

- Equip axe.

- use the "clear" to unequip items.

At this point the axe is not unequipped, also there is no "remove" option in the weapons menu. So actually 2 bugs. The accessory for example does have a "Remove" option to unequip it.

Disabling this script (equip core) will make the "Clear" work again.

 

Class notetag used:

<Equip Slot>WeaponArmorAccessoryAccessory</Equip Slot>

Other:

plugins.png

http://s22.postimg.org/96sm3mwe9/plugins.png

 

 

This isn't an error. If you look in the Equipment Rulings section of the plugin, you can dictate whether or not you wish for what pieces of equipment to be equippable and unequippable. This was explained in the video~

 

 

@Yanfly

What should I set in the skill note for those movements to the skill to 5 hits like in your video ???

 
I posted the exact sequence here :)
 

 

 

 

(i'm going to be a dick and post what i posted on yanfly.moe here as well to increase the chances of you seeing this  :O )
 
Heyo Yanfly!
LOVE your work, so a billion thanks to you for all your hard work, but I stumbled upon an issue that I just can’t fix…
 
Using EquipCore together with the ChangeWeaponOnBattle plugin that came with RMMV causes my actors to not be able to equip shields during combat… weapons seem to work just fine, though.
for the shield slot it only shows weapons (no, the class can’t dual wield) and when i actually TRY to equip a weapon in the shield slot it simply deletes the weapon out of the player’s inventory completely.
 
i think i don’t have to tell you that this is pretty frustrating  :(
is there anything i can do to fix it? is there anything you can do to fix it? would really appreciate help in this matter…

 

I would have to take a look into that plugin itself.

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This isn't an error. If you look in the Equipment Rulings section of the plugin, you can dictate whether or not you wish for what pieces of equipment to be equippable and unequippable. This was explained in the video~

 

 

 

 

 

I would have to take a look into that plugin itself.

 

 

 

THANK YOU!!!! MANY THANKS !!! :guffaw:  :guffaw:  :guffaw:

YANFLY What a nice effect that !!!  :O  :O  :O Thanks again!!!!  :D  :D  :D

And for the other skill with continuous hitts type this ??? BD  BD  BD

Edited by Lionheart_84

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This isn't an error. If you look in the Equipment Rulings section of the plugin, you can dictate whether or not you wish for what pieces of equipment to be equippable and unequippable. This was explained in the video~

Downloaded it from: http://yanfly.moe/yep/. There is no video there.

On your main page you have a ton of videos but I don't know which one should explain this.

 

But it was indeed in the rulings as a parameter. I overlooked it :P

Thanks.

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Hey Yanfly, I seem to notice an issue with your Battle Core v1.10. "Ex-Param Hp regeneration" pop-ups seems to not show up when the battle core is turn on. 

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I have loved your scripts for a long time. Great stuff. 

One small request though. For your Message Core Script, you have the following:

 

Actor: Effect:
\af[x] – Shows face of actor x. *Note
\ac[x] – Writes out actor’s class name.
\an[x] – Writes out actor’s nickname.
*Note: Works for message window only.
 
I'm trying to setup dynamic user created characters, and I wanted to know if there was a way you could also add a frame choice for "\af[x] - Shows face of the actor". Say each actor had their own 8 faces on a single sheet, and uniformly frame 1 was happy, 2 sad, 3 angry, 4 sleeping etc etc. so that in a message box you could have it call up \af[x.y] where x is character and y is number slot corresponding to emotion. Does that make sense? Any chance that's possible?
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Hey Yanfly, I seem to notice an issue with your Battle Core v1.10. "Ex-Param Hp regeneration" pop-ups seems to not show up when the battle core is turn on. 

 

Thanks! Got it fixed with the newest update!

 

 

 

I have loved your scripts for a long time. Great stuff. 

One small request though. For your Message Core Script, you have the following:

 

Actor: Effect:
\af[x] – Shows face of actor x. *Note
\ac[x] – Writes out actor’s class name.
\an[x] – Writes out actor’s nickname.
*Note: Works for message window only.
 
I'm trying to setup dynamic user created characters, and I wanted to know if there was a way you could also add a frame choice for "\af[x] - Shows face of the actor". Say each actor had their own 8 faces on a single sheet, and uniformly frame 1 was happy, 2 sad, 3 angry, 4 sleeping etc etc. so that in a message box you could have it call up \af[x.y] where x is character and y is number slot corresponding to emotion. Does that make sense? Any chance that's possible?

 

Sure! I can consider that for a future extension plugin. :)

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By the way Yanfly, did you get around to fixing that sound bug I mentioned? It was about all-enemies and all-allies skills playing the sound effects accompanied with the animations multiple times causing the sound to crack.

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Hi Yanfly,

 

First THANK YOU VERY MUCH FOR ALL YOUR HARD GREAT WORK !!! :D WOW You are my hero !!

 

I have a question about the YEP_X_ItemUpgradeSlots.js :

 

Is it possible to add a Notetag on a item  that will make a item possible to put On and Off on a Equipement? 

Ex: I want to put my Power Stone + 10 on a Sword, but I want to be able to use that same Power Stone + 10 to another objet later in the game. Is it possible with your pluging? or is it something you could add? Right now, im just able to put my upgrade one time and after that it's burn into the objet forever.  

 

thx again! :D 

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Hi Yanfly,

 

First THANK YOU VERY MUCH FOR ALL YOUR HARD GREAT WORK !!! :D WOW You are my hero !!

 

I have a question about the YEP_X_ItemUpgradeSlots.js :

 

Is it possible to add a Notetag on a item  that will make a item possible to put On and Off on a Equipement? 

Ex: I want to put my Power Stone + 10 on a Sword, but I want to be able to use that same Power Stone + 10 to another objet later in the game. Is it possible with your pluging? or is it something you could add? Right now, im just able to put my upgrade one time and after that it's burn into the objet forever.  

 

thx again! :D

That would be amazing like a form of socket system like diabolo and things. And then maybe pay gold to remove the gem from the weapon etc :)

Yanfly, gRaViJa and Val like this

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Hi Yanfly and dear community,

 

I modified YEP_CoreEngine to support resolutions and aspect ratios automatically for over 70+ devices, including mobiles and even the WiiU WebFramework :)

Please check the plugin mod page over there and leave comments.

 

http://forums.rpgmakerweb.com/index.php?/topic/49308-yep-coreengine-platformpreparator-a-mod-to-support-70-devicesplatforms/

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Bug/Annoyance Report:

 

So when a skill is set to a scope of random targets (like 1 random enemy), the battle still has you choose a target.. That shouldn't happen!

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With AutoPassiveStates, if you give the same passive state to a battler in more than one way (say, actor, class, and weapon), you get the state multiple times, including multiple instances of the display. I'm pretty sure you're only supposed to have each state once.

 

Triple-blinding: when just regular old single-blinding someone isn't enough.

LTup0Fc.png

Edited by HeroicJay
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Hi Yanfly,

 

First THANK YOU VERY MUCH FOR ALL YOUR HARD GREAT WORK !!! :D WOW You are my hero !!

 

I have a question about the YEP_X_ItemUpgradeSlots.js :

 

Is it possible to add a Notetag on a item  that will make a item possible to put On and Off on a Equipement? 

Ex: I want to put my Power Stone + 10 on a Sword, but I want to be able to use that same Power Stone + 10 to another objet later in the game. Is it possible with your pluging? or is it something you could add? Right now, im just able to put my upgrade one time and after that it's burn into the objet forever.  

 

thx again! :D

This is what I would immediatly use as well. As a matter of fact, I even build my games's systems around this feature already. I believe Yanfly mentioned on YouTube somewhere he is considering this but with all his brilliant work on so many scripts, I can understand it's not on the top of his list. I'll build a small shrine for Yanfly when he decides to do this though!

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Hi Yanfy, just wanted to tell you how great your scripts are!

I seem to be having an issue with using the Victory Aftermath plugin. After updating your plugins, I get this error:

AbGDpBG.jpg



EDIT: Nevermind, I fixed it. I guess some of the scripts got cut in half somehow when I was copying and pasting them.

I do have another issue though, regarding the Item Slot Upgrade plugin. I can't use a Reset Scroll (Reset Stone in my case) on an armor or weapon after all of their slots filled, even if I put in the tag for the Reset Stone to use 0 slots. I did notice that if I use it before the slots are filled and I save and reload, the armor or weapon will show that the Reset Stone took up 1 slot. Edited by Vassim74

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Hey Yan, i know your probably really busy with everything and im not sure if you will get time to read or reply to this with the amount of requests etc you get on a daily basis but i was curious? how hard would it be or would you be able to make a small script that caused the game to Autosave? i mean when someone wants the game to autosave they make an event and then type a script command "savegame" or something like that?

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Hello Yan,

 

I'am not sure if this is a bug but, when I change the resolution then I still get the default ones.

Do you or anyone else know how I could fix this?

 

Here's a picture:

 

http://i.imgur.com/XIGX5tl.png

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Bug/Annoyance Report:

 

So when a skill is set to a scope of random targets (like 1 random enemy), the battle still has you choose a target.. That shouldn't happen!

 

For that, go to the Battle Engine Core's parameter settings and set the action confirmation step to false.

 

 

With AutoPassiveStates, if you give the same passive state to a battler in more than one way (say, actor, class, and weapon), you get the state multiple times, including multiple instances of the display. I'm pretty sure you're only supposed to have each state once.

 

Triple-blinding: when just regular old single-blinding someone isn't enough.

LTup0Fc.png

 
Thanks! I got it fixed here along with Skill Core: http://yanfly.moe/2015/11/05/more-videos-plugin-updates-round-14/#more-586
 
 

I do have another issue though, regarding the Item Slot Upgrade plugin. I can't use a Reset Scroll (Reset Stone in my case) on an armor or weapon after all of their slots filled, even if I put in the tag for the Reset Stone to use 0 slots. I did notice that if I use it before the slots are filled and I save and reload, the armor or weapon will show that the Reset Stone took up 1 slot.

 

 

Strange, for 0 slot cost item upgrades, you should be able to use them regardless. Can you show me what are the notetags you're using?

 

 

Hey Yan, i know your probably really busy with everything and im not sure if you will get time to read or reply to this with the amount of requests etc you get on a daily basis but i was curious? how hard would it be or would you be able to make a small script that caused the game to Autosave? i mean when someone wants the game to autosave they make an event and then type a script command "savegame" or something like that?

 
It's not hard to implement thankfully. I'll have to get around to it though. :)
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I posted on your blog, but well...I will post here too

 

As of November 5th 2015 update:

 

I found some errors in your item_core plugin.
Using your item_core plugin, if you want to set a variable (let’s say V[100]) to the number of the item (let’s say item 01) possessed by party, the V[100] will always return 0.

Could you please check it up~~?

 

 

Thanks as always~~

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Battle System - ATB

 

Features and How to Use

 

MAKE SURE YOU GUYS HAVE THE UPDATED BATTLE ENGINE CORE TO USE THIS!

 

The ever so popularly requested battle system: ATB! Made similarly to match the Final Fantasy series, the ATB system starts off with your characters filling up their gauges before they can input an action. Once an action is inputted, they start to quickly charge it up before going to perform their attack.
 
 
Instructions
Introduction
 
The Battle System – Active Turn Battle plugin is an extension plugin for Yanfly Engine Plugins’ Battle Engine Core. This extension plugin will not work without the main plugin.
 
To use the ATB system, go to the Battle Engine Core plugin and change the ‘Default System’ setting in the parameters to ‘atb’.
 
The Active Turn Battle system functions in such where battlers will have a new gauge in battle functioning as their turn gauge. As time goes by without anything happening such as actions, menu selection, etc, the gauge fills up. Once it is full, the battler can commit to an action.
 
After committing to an action, the battler charges the skill before using it in battle to either attack an enemy, heal an ally, etc. Upon finishing the action, the gauge drains to empty and the battler must charge it up again.
 
This is a battle system where agility plays an important factor in the progress of battle where higher agility values give battlers more advantage and lower agility values give battlers less advantage.
 
Plugin Commands
 
To change your battle system to Active Turn Battle if it isn’t the default battle system, you can use the following Plugin Command:
 
Plugin Command:
 
setBattleSys ATB
Sets battle system to Active Turn Battle.
 
setBattleSys DTB
Sets battle system to Default Turn Battle.
 
Using the above Plugin Commands, you can toggle between the Default Battle System and Active Turn Battle!
 
Notetags
 
The following are notetags that pertain to and affect the ATB system.
 
Skill and Item Notetags:
<ATB Help>
text
text
</ATB Help>
For those planning on using multiple battle systems, sometimes you may have your skills perform differently while using ATB. If so, using this notetag will allow skills and items to display different help text while ATB is enabled.
 
<ATB Speed: x>
<ATB Charge: x>
<ATB Gauge: x>
Usable only during ATB. This sets the target’s current speed or charge to x. If ‘speed’ or ‘charge’ is used, it will only affect those gauges while in the respective phase. If ‘gauge’ is used, it will affect either.
 
<ATB Speed: x%>
<ATB Charge: x%>
<ATB Gauge: x%>
Usable only during ATB. This sets the target’s current speed or charge to x% of the whole gauge. If ‘speed’ or ‘charge’ is used, it will only affect those gauges while in the respective phase. If ‘gauge’ is used, it will affect either.
 
<ATB Speed: +x> or <ATB Speed: -x>
<ATB Charge: +x> or <ATB Charge: -x>
<ATB Gauge: +x> or <ATB Gauge: -x>
Usable only during ATB. This increases or decreases the target’s current speed or charge by x. If ‘speed’ or ‘charge’ is used, it will only affect those gauges while in the respective phase. If ‘gauge’ is used, it will affect either.
 
<ATB Speed: +x%> or <ATB Speed: -x%>
<ATB Charge: +x%> or <ATB Charge: -x%>
<ATB Gauge: +x%> or <ATB Gauge: -x%>
Usable only during ATB. This increases or decreases the target’s current speed or charge by x% of the whole gauge. If ‘speed’ or ‘charge’ is used, it will only affect those gauges while in the respective phase. If ‘gauge’ is used, it will affect either.
 
<After ATB: x>
<After ATB: x%>
This will set the skill/item user’s ATB speed value to x or x%. If ‘x’ is used, this will be the exact ATB value. If x% is used, this will be the percentage of the ATB gauge that it will be at.
 
<ATB Interrupt>
<ATB Interrupt: x%>
This will give the skill the ability to interrupt and cancel out the target’s current action while it is in the charging phase. If the ‘x%’ notetag version is used, it will have a x% chance of success.
 
Actor, Class, Enemy, Weapon, Armor, and State Notetags:
<ATB Start: +x>
<ATB Start: +x%>
Usable only during ATB. This will give the actor, class, enemy, weapon, armor, or state the property of starting battle with X ATB Speed or X% of the ATB gauge filled up.
 
<ATB Turn: +x>
<ATB Turn: +x%>
Usable only during ATB. This will give the actor, class, enemy, weapon, armor, or state the property of starting a turn with X ATB Speed or X% of the ATB gauge filled up.
 
Lunatic Mode – Conditional ATB Speed and Conditional ATB Charge
 
For those who have a bit of JavaScript experience and would like to have more unique ways of performing ATB speed and charge changes, you can use the following notetags:
 
Skill and Item Notetags:
<Target ATB Eval>
speed = x;
charge = x;
</Target ATB Eval>
You can omit speed and/or charge. Whatever you set ‘speed’ to will change the ATB speed of the target. If the target is charging, ‘charge’ will cause the target’s charge to change to that value. To make things more simple, ‘max’ will be the full gauge value.
 
Here is an example:
 
<Target ATB Eval>
speed = target.hp / target.mhp * max;
charge = target.hp / target.mhp * max;
</Target ATB Eval>
The above code will set the user’s current ATB gauge to position equal to the target’s HP ratio. If the target has 25% HP, the ATB gauge will go to 25% full for the target.
 
— — — — —
 
<After ATB Eval>
speed = x;
</After ATB Eval>
This is the ATB set after the user has used the skill/item and the custom ATB amount you want the user to be at after. ‘max’ be the value of the full gauge value. Whatever you set ‘speed’, the user’s ATB speed value will change to that much:
 
Here is an example:
 
<After ATB Eval>
speed = user.mp / user.mmp * max;
</After ATB Eval>
The above code will set the user’s ATB gauge after using the skill/item to equal the user’s MP ratio. If the user has 25% MP, the ATB gauge will go to 25% full for the user.
 
— — — — —
 
<ATB Interrupt Eval>
interrupt = true;
</ATB Interrupt Eval>
This will allow you to set custom conditions for interrupting a target. Keep in mind that even though it is a custom condition, it still requires the target to be in the charging phase for the interrupt to work. By setting ‘interrupt = true’, the target will be interrupted.
 
Here is an example:
 
<ATB Interrupt Eval>
if (user.hp > target.hp) {
  interrupt = true;
}
</ATB Interrupt Eval>
The above code will state that if the user has more HP than the target, the target will be interrupted.
 
Yanfly Engine Plugins – Battle Engine Extension – Action Sequence Commands
 
You can make use of these extra ATB related action sequences.
 
ATB CHARGE: target, X
ATB CHARGE: target, X%
ATB CHARGE: targets, +X
ATB CHARGE: targets, +X%
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usable only for ATB. Sets the target’s ATB charge to X or X%. This only applies when the target is in the ATB charge phase. This will not affect the user to prevent mechanical issues.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: atb charge: targets, +5000
atb charge: target, -50%
 
ATB GAUGE: target, X
ATB GAUGE: target, X%
ATB GAUGE: targets, +X
ATB GAUGE: targets, +X%
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usable only for ATB. Sets the target’s ATB speed or charge (whichever the user is currently filling up) to X or X%. This only. This will not affect the user to prevent mechanical issues.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: atb gauge: targets, +5000
atb gauge: target, -50%
 
ATB INTERRUPT: target
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usable only for ATB. If the target is in the charging phase, interrupt it.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: atb interrupt: targets
 
ATB SPEED: target, X
ATB SPEED: target, X%
ATB SPEED: targets, +X
ATB SPEED: targets, +X%
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usable only for ATB. Sets the target’s ATB speed to X or X%. This only applies when the target is filling up its ATB gauge. This will not affect the user to prevent mechanical issues.
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Usage Example: atb speed: targets, +5000
atb speed: target, -50%
Edited by Yanfly

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I posted on your blog, but well...I will post here too

 

As of November 5th 2015 update:

 

I found some errors in your item_core plugin.

Using your item_core plugin, if you want to set a variable (let’s say V[100]) to the number of the item (let’s say item 01) possessed by party, the V[100] will always return 0.

Could you please check it up~~?

 

 

Thanks as always~~

 

Thanks for the catch! I got this fixed: http://yanfly.moe/plugins/en/YEP_ItemCore.js

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How do you change color according to the status bar ??? example Haste ???

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How do you change color according to the status bar ??? example Haste ???

 

You can change it in the plugin's parameter settings.

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