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Eli Matua

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The bug that the enemies did not get the knock out effect wasn't that the knockout effect was done wrong. It's either that I have an malformed YEP BattleEngineCore.js of that the fact I'm playing in Version 1.1.0.


Either way, it didn't work.
 

Lear

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Using Yep Base Param Control lunatic mode, would it be possibe to have (going to try and describe this the best i can) states that increases a max param stat by 10, then applying another state increases that max param state by an additional 15 more? Like, something along the lines of:


if $gameActor = 1 {


 setVariableValue (403) = current atk max;


   $gameActor(1).setCustomAtkMax(10) += $gameVariables.value(403);
 user.refresh();
};
 
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Alexandre

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I have tried YEP_X_BattleSysCTB after the update.


The idea to add a tick at the end of each action seems to resolve effectively the problem the problem of battler with similar AGI.


However it creates a new problem: it can make an enemy to "ninja" other battlers turn's.


Example: Harold and his party fight two slimes.


All battlers have an AGI of 60, so full the full gauge is set to 7200.


After 120 ticks, the second slime will have a speed of something like 7199.99999999880.


Harold attacks. Then, all others battlers gain a singular tick.


But Therese, Marsha, Lucius and the first slime have already their gauge full, so they don't gain any speed.


The second slime has not his jauge full, so it gains 59, 99999999999 speed.


His speed is now 7259. 99999999879. As its speed is greater than the one of all other battlers, he will be the following to act.


Note that the order icons show the wrong order (Harold, Therese, Marsha, Lucius, Slime1, Slime2) until Harold performs his action.
 
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watermark

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Hi, maybe I am using it wrong, but <Disable Change Battle Equip> in Change Battle Equip does not seem to work. I am using it with "YEP_ClassChangeCore", but whether I put the <Disable Change Battle Equip> in the actor or class note tag or even both, the Equip command continues to appear in the battle scene for all actors.
 

Yanfly

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The bug that the enemies did not get the knock out effect wasn't that the knockout effect was done wrong. It's either that I have an malformed YEP BattleEngineCore.js of that the fact I'm playing in Version 1.1.0.


Either way, it didn't work.


***Cannot Reproduce Error


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. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV 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!

The bug that the enemies did not get the knock out effect wasn't that the knockout effect was done wrong. It's either that I have an malformed YEP BattleEngineCore.js of that the fact I'm playing in Version 1.1.0.


Either way, it didn't work.


***Cannot Reproduce Error


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. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV 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!

I have tried YEP_X_BattleSysCTB after the update.


The idea to add a tick at the end of each action seems to resolve effectively the problem the problem of battler with similar AGI.


However it creates a new problem: it can make an enemy to "ninja" other battlers turn's.


Example: Harold and his party fight two slimes.


All battlers have an AGI of 60, so full the full gauge is set to 7200.


After 120 ticks, the second slime will have a speed of something like 7199.99999999880.


Harold attacks. Then, all others battlers gain a singular tick.


But Therese, Marsha, Lucius and the first slime have already their gauge full, so they don't gain any speed.


The second slime has not his jauge full, so it gains 59, 99999999999 speed.


His speed is now 7259. 99999999879. As its speed is greater than the one of all other battlers, he will be the following to act.


Note that the order icons show the wrong order (Harold, Therese, Marsha, Lucius, Slime1, Slime2) until Harold performs his action.


Once again, I'll ask you to reproduce this problem into an empty project with just the basics.
 

BloodletterQ

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Here's hoping for some tutorials featuring this latest plugin so that I'd have a better understanding of what kind of tricks it can be used for.
 

Jeysonmcfly

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Yanfly, is it alright if I offer you praise for plugins I've read you're working on, but have not released yet? (One in particular)
 

Yanfly

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Yanfly

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Tips & Tricks - Warmog's Armor












Warmog’s Armor is a piece of armor from the popular game, League of Legends. It provides MaxHP and HP regeneration. However, it has a unique regeneration effect that is only active if the user’s MaxHP is above 3,000 and the user hasn’t taken any damage for an amount of time. Let’s recreate this effect into RPG Maker MV!


Copy/paste code: http://yanfly.moe/2016/03/26/tips-tricks-warmogs-armor/
 

Jeysonmcfly

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Just wanted to say that I'm really looking forward to the Map Select Skill plugin whenever it comes out! I've been dreaming of a day when I could have Golden Sun or BOF style Map puzzles! And you're making this happen for me! So, thank you!
 

Zerothedarklord

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Nvm, figured out an alternative.
 
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nneader

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YEP.44 Animated Sideview Enemies


When using the <Floating> tag inside the enemies tab, I receive the error, Type Error: undefined is not a function.


I am using the YEP_BattleEngineCore (v1.33), which is at the top of the list of Plugins and YEP_X_AnimatedSVEnemies (v1.07), which is right below the first one.


All of the other functions work as designed, however, the floating tag does not.


This is a clean new project.  I have no other plugins added.  It seems like the function is missing from this script?
 
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Eli Matua

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My game files are a total of over 500 MB.


NOTE: I SEEM TO NOT BE ABLE TO UPLOAD THE FILE. IT IS FAR TO LARGE.


NEVERMIND


HERE'S THE LINK:


RCI.rar
 
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Yanfly

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My game files are a total of over 500 MB.


NOTE: I SEEM TO NOT BE ABLE TO UPLOAD THE FILE. IT IS FAR TO LARGE.


NEVERMIND


HERE'S THE LINK:


RCI.rar


I'm going to ask you to redo this. Follow ALL of the instructions I listed. The bolded instruction is the one you didn't follow.


***Cannot Reproduce Error


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. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV 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!
 
 

EtsuaCoil

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Hope its okay for me to ask a potentially dumb question, but I installed the item synthesis mod and I was able to get a couple recipes working, but now for some reason I'm getting a "TypeError: undefined is not a function" error. I can't seem to figure out whats wrong. I've tried changing the reagents for the recipe but I don't think that's the problem. Any advice?
 

Akariu

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Hey Yanfly!


Your plugins are awesome but I encountered a problem :|


At the plugin Skill Learn System when I want to learn a parameter upgrade the games get me the error:


TypeError


"undefined is not a function"


what did i wrong?


I added like in the video these lines in the note section:

<Learn Cost: 5000 JP>


<Learn Cost Eval>


user._paramPlus[0] += 50;


user.forgotSkill(20);


user.refresh;


</Learn Cost Eval>


HP and


<Learn Cost: 5000 JP>


<Learn Cost Eval>


user._paramPlus[1] += 20;


user.forgotSkill(21);


user.refresh;


</Learn Cost Eval>


for MP



hope you cann help me^^


PS


I updatet all the plugins I use
 

koster

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Hi Yanfly! Your plugins are amazing, thanks a lot.
BTW I am new to this forum and to RMMV, so hi to all!
I think found a bug in your action sequence pack plugins.
When I use for instance <action copy: skill:9> to copy the action sequence from a skill, in this case Fire, to another (Spark for instance). Not only the action sequence gets copied, but the "Repeat" from the original skill too, so if Fire is defined with repeat 5, Spark will have repeat 5 too, even if I define Spark with another value of repeat.


BTW would it be possible to add an action sequence like your "TINT SCREEN" but one that only affects the background, and not the battlers or animations. It would be great!


thanks.
 

DreamX

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@Akariu One error I can see right off the bat is that it's forgetSkill, not forgotSkill.
 

NeoPGX

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Hope its okay for me to ask a potentially dumb question, but I installed the item synthesis mod and I was able to get a couple recipes working, but now for some reason I'm getting a "TypeError: undefined is not a function" error. I can't seem to figure out whats wrong. I've tried changing the reagents for the recipe but I don't think that's the problem. Any advice?

When the error reappears Press F8  and copy and past the contents of the console then post it here in a spoiler.
 
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