Bahamut20

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I thought we could group requests about new features for Yanfly's scripts here, so as to keep things organized.


My request is in regards to the Auto Passive States plugin and the Item Upgrade Slots plugin, by extension the Item Core plugin as well. These plugins could work better together. You can add passive states onto item upgrades with a workaround but then the state effects won't show on the Item window when you select the itemFor instance, I made a weapon with an auto passive state that increases Defense. It will show the defense increase on the equip window but not on the Item window and therefore, neither after doing an Item Upgrade, which makes it look like it "failed" or didn't have any visible effect.


I hope that makes sense.
 
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Omegadragon8

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I would like to make a request for Absorption Barrier, I feel it would be convenient to have a way to show the Barrier Points the player has and recovers that won't be a bar that is hard for cell phone users to see/understand.

I would also like to make a request that Yanfly adds Quick Time Events to the skill action sequence, so that we can create branches that involve player input to lead into other part of a skill or to stop the use of a skill. 

I would also like to have a way in game to effect the Item/Weapon/Armor limits in-game for the Item Core, so that we can reward players with increase inventory space (either via items, level, scripts, etc.)

I would also like to thank Bahamut20 for being the first to finally step forward and create a thread like this. May it be used and grow enough that Yanfly, or other skilled scripters that understand Yanfly's scripts, take our suggestions into consideration (especially since Yanfly is starting to get increasingly upset in his Bug Report/ Update forum that people keep making requests in.
 

Diretooth

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I think a New Game Plus feature would be marvelous.
 

Omegadragon8

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Stealth mod, giving variance of detection based on characters attributes or variable (like a stealth skill, or higher agi is stealthier), based off either the main character or the mean of the party. If that is already possible with lunatic mode give me a heads up.

Perhaps Yanfly could whip something up that allows more control of the caterpillar (the party trail).
 
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BloodletterQ

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I was redirected here since it's probably not an error but the way it's programmed:


If you don't mind that I trouble you with a suggestion, I am thinking that for the Extended Message Pack, should you choose to do so, taller sprite sets will have the name box get cut off in a message box like this.





It may not necessarily apply to tall sprites either since at the top of a screen with an RTP/Generator sprite you'd get the same effect.





Sorry to pester you yet again.
 

masterkof

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I would want to ask for a port of enemy target info from rpg maker vx ace into MV as a request.
 

Omegadragon8

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Edit: Nevermind, for some reason my brain was separating the subclasses and classes into different entities, without realizing they were the same in everything but name [IMG]//rmwforums.s3.amazonaws.com/emoticons/default_biggrin.gif[/IMG] Sudden epiphany should have happened a long time ago [IMG]//rmwforums.s3.amazonaws.com/emoticons/default_tongue.gif[/IMG] 

I would like a way (or if there is already one be shown how) to limit the access to subclasses for an actor and unlock it later in the game. For example, my game uses Classes (of which the actor cannot change) and Stances (subclasses based on what the actor has equipped). One of my characters needs to begin the game with amnesia (I know, cliche) and have only one subclass, and unlock the other subclasses through story progressions. I need to do this without changing his main class. 

@BloodletterQ I assume you are using the \auto, \autoevent[x],and  \autoactor[x] text codes in conjuction with \n codes. Unfortunately it is difficult to tell the MV engine where the edge of the screen actually is in a sense like this. You will have to be conscious of areas where this will be likely to happen and have the engine manually draw the message window close to the target location with an offset. You can tell system to draw at a specific coordinate by "\auto \msgposx[#] \msgposy[#] \n[x]" this should draw the window at a location you want (such as lower on the screen slightly) I recommend using the Message Macros plugin to cut this down to single code. I know it will be more time consuming not to mention difficult, I recommend getting a parallax overlay plugin and creating a transparent layer that displays grids you can overlay on the screen to allow for easier positioning of the message window. Also, what sprites are you using, and where do I get my hands on something like that [IMG]//rmwforums.s3.amazonaws.com/emoticons/default_tongue.gif[/IMG] 
 
 
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BloodletterQ

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I would like a way (or if there is already one be shown how) to limit the access to subclasses for an actor and unlock it later in the game. For example, my game uses Classes (of which the actor cannot change) and Stances (subclasses based on what the actor has equipped). One of my characters needs to begin the game with amnesia (I know, cliche) and have only one subclass, and unlock the other subclasses through story progressions. I need to do this without changing his main class. 

@BloodletterQ I assume you are using the \auto, \autoevent[x],and  \autoactor[x] text codes in conjuction with \n codes. Unfortunately it is difficult to tell the MV engine where the edge of the screen actually is in a sense like this. You will have to be conscious of areas where this will be likely to happen and have the engine manually draw the message window close to the target location with an offset. You can tell system to draw at a specific coordinate by "\auto \msgposx[#] \msgposy[#] \n[x]" this should draw the window at a location you want (such as lower on the screen slightly) I recommend using the Message Macros plugin to cut this down to single code. I know it will be more time consuming not to mention difficult, I recommend getting a parallax overlay plugin and creating a transparent layer that displays grids you can overlay on the screen to allow for easier positioning of the message window. Also, what sprites are you using, and where do I get my hands on something like that //rmwforums.s3.amazonaws.com/emoticons/default_tongue.gif 
 

PV Games resources. I have a party chat feature and as you saw, the box is well above the PC.
 

Omegadragon8

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@BloodletterQParty chat as in the party is communicating to each other while moving? Or is the movement stopped and the player activates the party chat anywhere on screen
 

lordvalinar

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Request: To add a variable plugin parameter in the YEP - MapGoldWindow or YEP -CoreEngine plugin for gold icon.
Example: Variable Parameter: X  (X = the variable number which we will get the value of). If X > 0, then change the icon based on the value of this Variable.
My game already has a variable set up [220], and if I set the value of Variable 220 to "1494" then the icon number 1494 should be set to replace whatever the default one was because the variable "220" was put into the plugin parameter.

Maybe More? If not already somewhere that I'm too blind to see... maybe the option to put multiple currencies as well (for YEP - MapGoldWindow)

Not sure if Yanfly is reading this, but (s)he told me to put it in requests and not the support thread, so.... I'm putting this in your grouped Yanfly requests thread lol Would REALLY love a variable parameter since I'm working on multiple currencies for multiple kingdoms.

Without going into specifics we'll just name the 3 factions "Empire, Kingdom, and Republic".
-Empire has Copper as its base currency, followed by Iron, Silver, Gold, and Steel.
-Kingdom has Bronze, Copper, Iron, Silver, and Gold
-Republic has Bronze, Copper, Iron, and Silver

So as you can see I'd like to change the variable based on the lowest currency at the time (default: the Royal Bronze coin as you start in the Kingdom), which a friend helped me on simplifying the exchange rates from some complex system I had earlier lol
 
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Omegadragon8

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As @okugi said, we would like a way to either change the way MV measures optimization, or to disable it entirely from the equip menus. 
 

Tharis

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I'd love to see Synth Refining. Essentially the ability add effects to items (weapons, armor, accessories, and even potions) through the synthesis process. My crafting system revolves around this but for now I'm having to do a work around that allows a player to create a "refined" version of the item by using it as one of the costs and replacing it with a whole new item. That's all fine and good but then takes a huge amount of data basing. If it's not possible with a plugin and must require data basing  then no big deal.
 

Bahamut20

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I'd love to see Synth Refining. Essentially the ability add effects to items (weapons, armor, accessories, and even potions) through the synthesis process. My crafting system revolves around this but for now I'm having to do a work around that allows a player to create a "refined" version of the item by using it as one of the costs and replacing it with a whole new item. That's all fine and good but then takes a huge amount of data basing. If it's not possible with a plugin and must require data basing  then no big deal.



Have you tried the Item Upgrades plugin? I'm using that together with the Synthesis plug in for something similar. Basically, through synthesis you create a scroll than in turn upgrades the item. It requires very little databasing.
 

Tharis

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Would instead of creating a whole new item, it be possible to have the recipe books or Skilled NPCs (with whom you'd make the items) just have these upgrades to add to any item/weapon? 


I'll give an example so that there are no ambiguities between us.


Say I want a Steel Sword, so I have my Blacksmith NPC create one with the Synthesis Plugin. Then I want to add to that Weapon, a Sharpened effect which increases the crit chance and damage on the sword. Then I take the Sharpened Steel Sword over to the enchanter, and have him imbue it with fire. At this point I would have a Fiery Sharpened Steel Sword. If this is possible with Item upgrades that would be exquisite!


If that were the case I'd have to check that out.
 

Bahamut20

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Would instead of creating a whole new item, it be possible to have the recipe books or Skilled NPCs (with whom you'd make the items) just have these upgrades to add to any item/weapon? 


I'll give an example so that there are no ambiguities between us.


Say I want a Steel Sword, so I have my Blacksmith NPC create one with the Synthesis Plugin. Then I want to add to that Weapon, a Sharpened effect which increases the crit chance and damage on the sword. Then I take the Sharpened Steel Sword over to the enchanter, and have him imbue it with fire. At this point I would have a Fiery Sharpened Steel Sword. If this is possible with Item upgrades that would be exquisite!


If that were the case I'd have to check that out.



Yes it's possible. Check out the tem Upgrade Slots plugin.
 

Treydon

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Hello, Not sure if this is the right place to post this. But I was wondering if it IS or could be made possible to only allow party change by talking to a specific person? And to disable it in the main party menu.


Thanks for any help :)


*edit   -  Never mind. Overlooked the menu commands in the system command settings.


However, now I am wondering if it is possible to make only certain actors able to change class and learn skills from equipment or JP. I am trying to


create some diversity with my heroes and think it would set some apart from others and make people want to experiment with their group. As well as give them reasons to grind for certain items to enhance said players.
 
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xaviarsly

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How about a skill leveling plugin that dose not require one to make 20 copys of the same skill .


like it level s up based on X number of uses and gets stronger in some way via note tags.


its been done beforebut its not compatible with any of the plugins i use
 

DreamX

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Request: To add a variable plugin parameter in the YEP - MapGoldWindow or YEP -CoreEngine plugin for gold icon.
Example: Variable Parameter: X  (X = the variable number which we will get the value of). If X > 0, then change the icon based on the value of this Variable.
My game already has a variable set up [220], and if I set the value of Variable 220 to "1494" then the icon number 1494 should be set to replace whatever the default one was because the variable "220" was put into the plugin parameter.

Maybe More? If not already somewhere that I'm too blind to see... maybe the option to put multiple currencies as well (for YEP - MapGoldWindow)

Not sure if Yanfly is reading this, but (s)he told me to put it in requests and not the support thread, so.... I'm putting this in your grouped Yanfly requests thread lol Would REALLY love a variable parameter since I'm working on multiple currencies for multiple kingdoms.

Without going into specifics we'll just name the 3 factions "Empire, Kingdom, and Republic".
-Empire has Copper as its base currency, followed by Iron, Silver, Gold, and Steel.
-Kingdom has Bronze, Copper, Iron, Silver, and Gold
-Republic has Bronze, Copper, Iron, and Silver

So as you can see I'd like to change the variable based on the lowest currency at the time (default: the Royal Bronze coin as you start in the Kingdom), which a friend helped me on simplifying the exchange rates from some complex system I had earlier lol

Here's a script that allows you to define the gold icon id based on a script. The plugin evaluates the script.


Here's an example of what you can put as the parameter:


$gameVariables.value(1)


This will cause the icon id to be whatever the value of variable 1 is.


Here's the script:


https://raw.githubusercontent.com/DreamXRMMV/Rpg-Maker-MV/master/DreamX_YanflyGoldIcon.js


Generally speaking, most plugins should go under Yanfly Plugins, including this one. The script requires Yanfly Core Engine to work, otherwise it won't do anything.


If you want to make the icon index dependent on more than just a variable, you'll need to know a little more javascript. You can ask me or others for assistance for that, or if what you need requires more than just a line of javascript, you can ask me for a modification this plugin and I'll see what I can do.
 

Podglu

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I would like a Multilanguage Plugin, we can do multilanguage messages by eventing but we can change the skills name, item name etc mid-game, I found a Multilanguage plugin, but it can't translate Yanfly Plugins windows' text, (Class, Row, PartySwitch.)
 
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DreamX

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Use




It should work for any/almost any text.
 

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Just about finished I reckon.
This could probably be an entire thread, but it’s really interesting how replaying a game several years later can change how you relate to a character. I think Tidus from FFX got such a bad rap. I getchu. Completely different reaction as an adult now.
As you see, I still enjoy writing tutorials. Is there anything specific you want to see? (I know mapping and editing/resource making is usually popular, but those are very broad topics)
Well, I wanted to expand player battlers visually and now have 3 sheets and counting for each of my players party.
1. Regular sheet
2. The character has turned stone sheet.
3. Using potions sheet.

Technically the main hero has 4 since he starts with a wooden sword, and I felt that the battler should reflect that until he gets a metal one.

Right back to the RM game dev grind in about 15 minutes. :LZSexcite:

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