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HeroicJay

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Never mind. Was musing about the possibility of my own plugin (that I hadn't planned to release for general use) doing what Nathan Bridges wanted. But it doesn't work with Smart Jump even a little. Oh well.
 
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This might seem like an obvious question, but I just want to make sure...

I watched your Enemy Thieves Tips and Tricks video just now. Can we have them steal weapons/armor/gold too? I only ask, because I'm thinking about having Slimes be potential Thieves in my game. Whack 'em with melee, and they have the potential to steal said weapon?
 

lithkast

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Is there a way to remove the windows from the Battle HUD with your BattleEngineCore.js?  I'd like to create my own graphic overlay, but the windows just sit overtop of it.  So is there a way to remove the windows around the character informatioin and what not?
 

DarkSearinox92

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Guys, if this is not a request thread (of course) how can yanfly take the request of the community for make new plugins? How can we "advise" for what community want? For example, maybe the pool for vooting have a lot of scripts that community considers with little priority, as opposed to other scripts that the community would want with more priority, but who are not in the pool?


Maybe he can make a lot more "simple" plugin, saving a lot of time, without making  plugin that only few person use, and which are very complicated.


It's only a question :)  
 
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Cel

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You could just use the request thread for that, no?
 

Yanfly

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Is there a way to remove the windows from the Battle HUD with your BattleEngineCore.js?  I'd like to create my own graphic overlay, but the windows just sit overtop of it.  So is there a way to remove the windows around the character informatioin and what not?


The Battle Engine Core does next to nothing when it comes to altering the battle window layout aside from moving them around. I you plan on making your own battle HUD, I recommend you ask here or here.

Guys, if this is not a request thread (of course) how can yanfly take the request of the community for make new plugins? How can we "advise" for what community want? For example, maybe the pool for vooting have a lot of scripts that community considers with little priority, as opposed to other scripts that the community would want with more priority, but who are not in the pool?


Maybe he can make a lot more "simple" plugin, saving a lot of time, without making  plugin that only few person use, and which are very complicated.


It's only a question :)  


For what it's worth, I don't take requests because of a few reasons:

  • Time. Each major feature plugin for me takes about 15-20 hours to make. Some, even more. On top of my 40 hour dayjob, I used to make 2 featured plugins per week, and my work week would total to around 70-80 hours of work each week minimum. Add to that the support I provided and then the time to make Tips & Tricks amongst freebies and voting polls, my work hours per week total up around 90 to 100 hours a week. Having done this for 4-5 months ever since the launch of MV has made my health plunge and a recent visit to the doctor indicated I need to drastically change my lifestyle if I want to continue, well, living.
  • Scale. A lot of users underestimate the scale of most plugins. If you've taken a look at the Request Forum, you'll see people requesting battle systems as if they're something that can be done overnight. From tactical battle systems to Pokémon-esque monster capturing systems, the scale of these "plugins" are absolutely huge and can easily amass more than 100+ hours of development work. Without a doubt, they're popular, and they would most likely be voted towards the top, but to make something of that scale (not to mention the support following it later) would require a massive amount of time, which is quite frankly, something I don't have anymore.
  • User Bias vs non-generalized. I already have my own plugin polls for generalized plugins for people to vote from and what they want with. And for the most part, it works, outside of the occasional cheating bouts. However, user bias occurs there and over generalized plugins, which is natural, because after all, what's the point of voting on a plugin that you'll never want to use? However, the polls work because the options are generalized. In a pool where people can input whatever candidates they want, in a non-generalized fashion, the voting system would not work. Also, the things that people consider low priority and high priority are subjective amongst the users. As there are a plethora of different types of RPG Maker games, there are a plethora of different needs, thus, a different spectrum of priorities amongst the said users. I'd like to keep it fair by keeping the voting options generalized.
  • There are other plugin creators, too! I'm not the only one, believe it or not, haha. This, honestly baffles me because I see people coming into my thread first before going to the request forums to make a request. I know there exists a fear of incompatibilities amongst plugins created by different plugin makers, but there are a lot of talented plugin makers out there whose works are compatible with mine and work hand-in-hand with mine such as Yami, Liquidize, HeroicJay, DreamX, the list goes on. Sometimes, the plugins requested are already made by other plugin makers, but they don't get the exposure due to people immediately coming to my thread to make a request or the request forum without searching first.
 

DarkSearinox92

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The Battle Engine Core does next to nothing when it comes to altering the battle window layout aside from moving them around. I you plan on making your own battle HUD, I recommend you ask here or here.


For what it's worth, I don't take requests because of a few reasons:

  • Time. Each major feature plugin for me takes about 15-20 hours to make. Some, even more. On top of my 40 hour dayjob, I used to make 2 featured plugins per week, and my work week would total to around 70-80 hours of work each week minimum. Add to that the support I provided and then the time to make Tips & Tricks amongst freebies and voting polls, my work hours per week total up around 90 to 100 hours a week. Having done this for 4-5 months ever since the launch of MV has made my health plunge and a recent visit to the doctor indicated I need to drastically change my lifestyle if I want to continue, well, living.
  • Scale. A lot of users underestimate the scale of most plugins. If you've taken a look at the Request Forum, you'll see people requesting battle systems as if they're something that can be done overnight. From tactical battle systems to Pokémon-esque monster capturing systems, the scale of these "plugins" are absolutely huge and can easily amass more than 100+ hours of development work. Without a doubt, they're popular, and they would most likely be voted towards the top, but to make something of that scale (not to mention the support following it later) would require a massive amount of time, which is quite frankly, something I don't have anymore.
  • User Bias vs non-generalized. I already have my own plugin polls for generalized plugins for people to vote from and what they want with. And for the most part, it works, outside of the occasional cheating bouts. However, user bias occurs there and over generalized plugins, which is natural, because after all, what's the point of voting on a plugin that you'll never want to use? However, the polls work because the options are generalized. In a pool where people can input whatever candidates they want, in a non-generalized fashion, the voting system would not work. Also, the things that people consider low priority and high priority are subjective amongst the users. As there are a plethora of different types of RPG Maker games, there are a plethora of different needs, thus, a different spectrum of priorities amongst the said users. I'd like to keep it fair by keeping the voting options generalized.
  • There are other plugin creators, too! I'm not the only one, believe it or not, haha. This, honestly baffles me because I see people coming into my thread first before going to the request forums to make a request. I know there exists a fear of incompatibilities amongst plugins created by different plugin makers, but there are a lot of talented plugin makers out there whose works are compatible with mine and work hand-in-hand with mine such as Yami, Liquidize, HeroicJay, DreamX, the list goes on. Sometimes, the plugins requested are already made by other plugin makers, but they don't get the exposure due to people immediately coming to my thread to make a request or the request forum without searching first.


Hey Yanfly, i know the problem about work (in fact, it's very frightening what you're saying... because it's not human 90-100 hours a week of work... it's impossible! In fact, precisely to avoid this absurd amount of work, in my opinion, it should be reviewed a little 'this form of voting. 


Heavier plugin maybe you can develop them more calmly, in contrast making bonus plugins much more comfortably.


For me, for example, you don't need to provide a HUGE plugin a week, maybe every two or three. And in the meantime, feel more peaceful, releasing some nice gem.


However It's only my opinion :)   (and maybe, a little "request major plugin pool" directly by users, it will be great!.


P.S. Yanfly, you are you, yeah, there are more developer but you are the best!
 

Susan

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Guys, seeing what goes on in this thread, I've got to say that most people would have been traumatized or gone near insane by now. I certainly would have. The following wall of text is not aimed at any one or two individuals, but as a general, even to myself.

Yanfly made 80+ plug-ins in just 5 months, some of them pretty big. That's about 16 scripts per month. And they're not just "create them and leave them" efforts either. He has to update them whenever RMMV is updated and the core scripts scripts changes; and he has fix bugs and own script incompatibilities that crop up (yeah, this can happen among a scripter's own plug-ins too. Try keeping track of what you created and changed in 80+ scripts and see how well you release completely bugfree and fully compatible scripts from day one).


That's not to mention the support he provides online for his scripts, and yet be accused for not making his scripts properly. Also, for someone like him, I wouldn't be surprised if he has a lot to deal with behind the scenes in forms of questions as well as abuse over PMs and through other channels (in addition to his real life job which I'm sure is stressful enough). What he does now is already an amazing feat.


Also, he's making each and every script free for use with both free and commercial RPG Maker for all RM users. None of us are paying a single red cent for all his hard work except those who choose to support him for his hard work to (again) create free content for all RM users.


And, yeah, there are a lot of talented scripters here, and I can assure you that not many will be as patient and considerate as Yanfly, and I'm sure a lot of people realizes this. I'm not mocking other scripters, but I only wonder who would be willing to deal with this kind of thing for anything? Money doesn't buy lost time and health, and I wouldn't be surprised if Yanfly decides he has to quit because of burn out.


Also, I would like to ask for anyone to provide examples of completed games using the popular requested plug-in systems like the tactical battle system made by GubiD and MGC's FPLE for Ace. Those scripts took weeks at minimal to create and I don't see anyone using them seriously. No one would want to take on those kind of scripts without being 100% sure the games they make it for will be completed and/or be fully compensated for their time. Let's not forget the inevitable script incompatibilities and bugfixes that'll come with inserting 100+ other scripts in addition to one of those mentioned scripts.




TL;DR: Seriously, cut him some slack and give him at least a little of the respect for the time and effort he places for all of us.


I apologize in advance if I hurt anyone's feelings with this post.


@Yanfly, may I suggest to include the step-by-step 'how-to' you had to keep reiterating multiple times in a spoiler in your first post?

Since I cannot reproduce the error, I'm going to ask you to do the following.


1. Download all the newest updates of the plugin.
2. Create a new project.
3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Use http://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.
4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them.
5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.
6. Make sure they're in the right order listed on http://yanfly.moe/yep/
7. Recreate the error.
8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.
9. Upload the project online (do -not- deploy it) to a website like MediaFire.com or Mega.co.nz or Dropbox.
10. Post the link here and I'll take a look at it.


Thanks for helping!




It may not improve visibility, but who knows? :p


Thanks for all your hard work and amazing scripts, Yanfly. :D
 

DarkSearinox92

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Guys, seeing what goes on in this thread, I've got to say that most people would have been traumatized or gone near insane by now. I certainly would have. The following wall of text is not aimed at any one or two individuals, but as a general, even to myself.


Hidden Content


TL;DR: Seriously, cut him some slack and give him at least a little of the respect for the time and effort he places for all of us.


I apologize in advance if I hurt anyone's feelings with this post.


@Yanfly, may I suggest to include the step-by-step 'how-to' you had to keep reiterating multiple times in a spoiler in your first post?


Hidden Content


It may not improve visibility, but who knows? :p


Thanks for all your hard work and amazing scripts, Yanfly. :D


Dunno, you completely misunderstood what I said, you did a post that is obvious to all present. I have written and said completely different things. I have the utmost respect for everything he is doing for us, and that's why I said it should further reduce the load, and maybe do something lighter. And maybe spend two weeks or more, for larger script -.-
 

Yanfly

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Tips & Tricks - Second Chance (Kingdom Hearts)










The Second Chance passive ability in Kingdom Hearts allows the user to survive a fatal blow with 1 HP left. This effect only triggers if the user had more than 1 HP prior to receiving the Fatal Blow. Here's how to recreate that effect in RPG Maker MV!


You can grab the copy and paste code here:
Yanfly.moe: http://yanfly.moe/2016/03/23/tips-tricks-second-chance-kingdom-hearts/ 
 

Susan

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@DarkSearinox92: just to clarify, I said 'in general', 'not aimed at any one individual' and 'myself included'. You just happened to be one of the latest posters while I was thinking to, and actually, writing this (yes, I'm a super slow typist, unlike some of these lightning fast typists here, even if I have been using computers for a very long time. XD), seeing how some people interact here and in other channels. If I wanted to address just you, I would @you. Also, what I said is obvious to you and me, but sadly not to all, if you have seen how some people interact.


I don't sugarcoat my words, but I don't try to be harsh or hurtful either. So, as I said in my previous post, I apologize if I hurt anyone's feelings (you, especially now, since you responded specifically) because I know some people are going to feel that way. Again, I reiterate that you just happened to have posted here. I've read your posts and I know you have no ill intentions, but if you've seen the kind of things Yanfly has to deal with in public forums and other sites, you might understand why I said why I said. You can check this thread itself, and I'm sure this is just a mild amount since this forum is moderated.


Please feel free to PM me if you would like to clarify things further as I don't want to derail the thread anymore than I already have. I simply stated my opinion, like a lot of people here. For this matter, I publicly apologize to you because you feel that I publicly targetted you put of many. No hard feelings, okay? :)
 

itsaruse

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Never mind on this, I finally got this code error figured out, cheers!
 
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Sorry to bother you again. What am I doing wrong here?


I'm testing out a new subclass of mine called Spellsword. I made it a Subclass Only thing, and it's supposed to be a combo name for Knight and Mage.


So I put in this for my Knight Class in the Notetags:


<Knight Combo Name: Spellsword.


I'm able to switch to Mage as my Subclass just fine (though looks like I need to tweak my stats because Knight has no MP, whereas my Subclass gives them... 3 MP)... but the name stays as Knight/Mage.


Am I supposed to put that notetag in my Mage Class too? Is it because I made an actual Spellsword class and marked it as Subclass Only?


Edit: Nevermind! I fixed it!
 
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@Yanfly


I have a question regarding your Item Core plugin. (I apologize if this is a stupid question.)


Would independent items being enabled mean that the Select Item event command would be unusable? (I'm trying to make an event where the player selects a key to unlock a door, and Select Item seemed like the best way to do it without just having the event be the player clicking on the door and a text box pops up saying "You unlocked the door.")


Thank you for your time.
 

Eli Matua

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I have a lot of plugins installed, but there's something wrong! The 'Knockout' state is rarely being applied in battle (even though anyone's HP is down to 0)!


EDIT: For example, All enemies' and actors' HP is down to 0, but none are getting the Knockout effect. Even making them unable to be immortal they still won't be defeated!
 
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Hmmm... give us a list of all your plugins? Might be a conflict somewhere.
 

darkcaesar

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Tips & Tricks - Second Chance (Kingdom Hearts)










The Second Chance passive ability in Kingdom Hearts allows the user to survive a fatal blow with 1 HP left. This effect only triggers if the user had more than 1 HP prior to receiving the Fatal Blow. Here's how to recreate that effect in RPG Maker MV!


You can grab the copy and paste code here:
Yanfly.moe: http://yanfly.moe/2016/03/23/tips-tricks-second-chance-kingdom-hearts/ 
Nice Tips and Tricks Yanfly!


I want to ask is it possible to recreate this kind of effect:


1. A skill with a chance to trigger the 1st Second Chance state which will survive with 1 HP and 2nd Second Chance state but will survive with full HP. So for example the first Second Chance will trigger for 90% and 10% for Second Chance that fully restore my HP.


2. Is it possible to add cooldown whenever the Second Chance procs?


Thanks!
 

DuraLexSedLex

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Hi, yanfly! I'm not sure if it's a bug or not but the YEP_X_CounterControl seem to conflict with the default counter attack of RMMV. The plugin counter works fine, however, the default counter does not execute even though the counter rate/EX-param is boosted to 100%. 


I have already done and tried the following: 


1. Changed the plugin default counter to 0


2. Added <Default Counter: 0> and/or <Counter Skills: 0> and/or left it blank in the actor notetag


3. Made a state with <Counter Skills: 0> 


Basically, I'm trying to use both counters, 0 as the default counter attack and and 1(attack skill) as a special counter available only when a skill is invoked and a state is added.


Note: The plugin counter works fine, since I have already incorporated the required skill and state to invoke it.
 

Yanfly

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Bug Report


Plugin Name: YEP AutoUpdater


Error Message:


"Error at line 111
Line Text: Personal </a>     <a href="/open-source" class="js-selected-navigation-item nav-item nav-item ope...


Error: This line does not contain a recognized action.


The program will exit.


How to Replicate Bug: 


I just downloaded the newest version of autohotkey and this plugin today. At first I got an error at line 1 but it was just a quotation mark error that I fixed when I opened the code. However, I'm not sure how to fix this error. I try to run the auto-updater and this is what I keep getting.


Other: I attached a screenshot.


View attachment 34196


Also, I tried the .exe version, and neither of those worked for me either. I got a "this can't be run on your system" error on both the 32bit and 64bit versions. (I have a 64bit machine)


The YEP Auto Updator is made by and maintained by Nekoyoubi. You'll want to contact him about it. You can access his twitter here: https://twitter.com/nekoyoubi or his web here: http://stitchgaming.com/

@Yanfly


I have a question regarding your Item Core plugin. (I apologize if this is a stupid question.)


Would independent items being enabled mean that the Select Item event command would be unusable? (I'm trying to make an event where the player selects a key to unlock a door, and Select Item seemed like the best way to do it without just having the event be the player clicking on the door and a text box pops up saying "You unlocked the door.")


Thank you for your time.


It'd be selectable, but it'd also be useless to you, since Independent Items have their own ID's which means it will different for each playthrough. I highly recommend that you make important items non-independent for this reason.

I have a lot of plugins installed, but there's something wrong! The 'Knockout' state is rarely being applied in battle (even though anyone's HP is down to 0)!


EDIT: For example, All enemies' and actors' HP is down to 0, but none are getting the Knockout effect. Even making them unable to be immortal they still won't be defeated!


Turn off all the plugins, save your game, and then see if it still occurs (if you're going to battle test, you must absolutely save first). If it does, you must have modified the knockout state for your own game.

Nice Tips and Tricks Yanfly!


I want to ask is it possible to recreate this kind of effect:


1. A skill with a chance to trigger the 1st Second Chance state which will survive with 1 HP and 2nd Second Chance state but will survive with full HP. So for example the first Second Chance will trigger for 90% and 10% for Second Chance that fully restore my HP.


2. Is it possible to add cooldown whenever the Second Chance procs?


Thanks!


For this, I recommend you ask the JavaScript support forum on how to do as it's a bit more complicated.

Hi, yanfly! I'm not sure if it's a bug or not but the YEP_X_CounterControl seem to conflict with the default counter attack of RMMV. The plugin counter works fine, however, the default counter does not execute even though the counter rate/EX-param is boosted to 100%. 


I have already done and tried the following: 


1. Changed the plugin default counter to 0


2. Added <Default Counter: 0> and/or <Counter Skills: 0> and/or left it blank in the actor notetag


3. Made a state with <Counter Skills: 0> 


Basically, I'm trying to use both counters, 0 as the default counter attack and and 1(attack skill) as a special counter available only when a skill is invoked and a state is added.


Note: The plugin counter works fine, since I have already incorporated the required skill and state to invoke it.


Thanks, I'll have to look into this. In the mean time, I suggest you make an evade counter skill as it accomplishes the same thing.
 

Ilan14

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Tips & Tricks - Second Chance (Kingdom Hearts)










The Second Chance passive ability in Kingdom Hearts allows the user to survive a fatal blow with 1 HP left. This effect only triggers if the user had more than 1 HP prior to receiving the Fatal Blow. Here's how to recreate that effect in RPG Maker MV!


You can grab the copy and paste code here:
Yanfly.moe: http://yanfly.moe/2016/03/23/tips-tricks-second-chance-kingdom-hearts/ 


I've been waiting so much for someone to do this! Thank you, Yanfly! :D
 
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