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Alexandre

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New one.


When YEP_X_BattleSysCTB and YEP_X_CounterControl works together, if a battler perform an action and is counter-attacked,


the <After CTB Eval>, <CTB Turn>, <After CTB> notetags will not trigger. If the action the battler performed has a positive speed,


it will not be added to the battler's speed.


Seems it comes from line 1389 of YEP_X_CounterControl. Removing the subject's current action makes the function Game_Battler.prototype.setEndActionCTBSpeed of YEP_X_BattleSysCTB stops at line 1781 because the user's current action has became undefined.


Because you ask for it, I have uploaded an empty project:


http://www.mediafire.com/download/cv6oyaqf345vc8f/Debug3.zip


1: Try the only to fight the only troop.


2: Since all the party has a <CTB Turn: +100%> notetag, each party member will normally always be ready to act.


3: See what happens after a party member is counter-attacked by the slime.


I have also a little question.


Is it expected that confused enemies in CTB can perform any action of their action list and not only attack as default?
 
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Yanfly

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YEP CLASS CHANGE CORE


I was testing, so I created three classes: Warrior (id 1), Barbarian (id 4) and Ranger (id 19). In notetags the Ranger class I put the following:


<Level Unlock Requirements>
Class 4: Level 3
Class 1: Level 1
</ Unlock Level Requirements>


My intention was that it would cause even I releasing the 3 classes (using the plugin command), the Ranger class stay impossible until I fulfilled the requirements for it.


My question then is, when I use the command to release the class, the restriction is canceled? If yes, how do I add a class and maintain their restrictions?
Or I used a wrong command?


What exactly do you mean by "releasing"? And with your warrior class at level 1, the requirement is always met. The class level requirements are always met even if the class isn't unlocked.


---

New one.


When YEP_X_BattleSysCTB and YEP_X_CounterControl works together, if a battler perform an action and is counter-attacked,


the <After CTB Eval>, <CTB Turn>, <After CTB> notetags will not trigger. If the action the battler performed has a positive speed,


it will not be added to the battler's speed.


Seems it comes from line 1389 of YEP_X_CounterControl. Removing the subject's current action makes the function Game_Battler.prototype.setEndActionCTBSpeed of YEP_X_BattleSysCTB stops at line 1781 because the user's current action has became undefined.


Because you ask for it, I have uploaded an empty project:


http://www.mediafire.com/download/cv6oyaqf345vc8f/Debug3.zip


1: Try the only to fight the only troop.


2: Since all the party has a <CTB Turn: +100%> notetag, each party member will normally always be ready to act.


3: See what happens after a party member is counter-attacked by the slime.


I have also a little question.


Is it expected that confused enemies in CTB can perform any action of their action list and not only attack as default?


Seems to be an issue with the Counter process. I'll have a look at it tonight. Thanks for the catch as always.
 

NeoPGX

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YEP CLASS CHANGE CORE


I was testing, so I created three classes: Warrior (id 1), Barbarian (id 4) and Ranger (id 19). In notetags the Ranger class I put the following:


<Level Unlock Requirements>
Class 4: Level 3
Class 1: Level 1
</ Unlock Level Requirements>


My intention was that it would cause even I releasing the 3 classes (using the plugin command), the Ranger class stay impossible until I fulfilled the requirements for it.


My question then is, when I use the command to release the class, the restriction is canceled? If yes, how do I add a class and maintain their restrictions?
Or I used a wrong command?

What exactly do you mean by "releasing"? And with your warrior class at level 1, the requirement is always met. The class level requirements are always met even if the class isn't unlocked.

By releasing, they seem to be talking about unlocking. 
 
 

Feli

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I'm sorry for reasonable English, i'm brazilian... but...


In the picture, I put the requirements in the Ranger class only. Barbarian and Warrior has no requirements. So initially my character has the Warrior class, and the plugin commands I gave my hero the Ranger and Barbarian classes (both in level 1). However, when you open the menu, even the Ranger class needing the Barbarian class is on level 3, it was possible to use it. Where am I going wrong?


class.png
 
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Watched your Enemy Thieves T&T video recently. Sounds cool, but does anyone have any ideas on how to make them be able to steal more than just items? 


Like, say, attacking a Slime physically would be a bad idea partially because they're very physically defensive anyway (you're stabbing jello, you really think that's going to hurt it?) and because they can potentially steal your weapon. 
 

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EDIT: Nevermind.  Discovered a suitable workaround.
 
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Yanfly

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I'm sorry for reasonable English, i'm brazilian... but...


In the picture, I put the requirements in the Ranger class only. Barbarian and Warrior has no requirements. So initially my character has the Warrior class, and the plugin commands I gave my hero the Ranger and Barbarian classes (both in level 1). However, when you open the menu, even the Ranger class needing the Barbarian class is on level 3, it was possible to use it. Where am I going wrong?


View attachment 34883


I'm not sure where you're going wrong with that. So, I'm going to ask you to do the following:


***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!


---

Watched your Enemy Thieves T&T video recently. Sounds cool, but does anyone have any ideas on how to make them be able to steal more than just items? 


Like, say, attacking a Slime physically would be a bad idea partially because they're very physically defensive anyway (you're stabbing jello, you really think that's going to hurt it?) and because they can potentially steal your weapon. 


It's Lunatic Mode so as long as you have the functions for it, you can do almost anything. I recommend taking a look around the Script Call list to figure out what you're trying to accomplish. :)


***Script Call List
You can find the script call list here for RPG Maker MV: http://forums.rpgmakerweb.com/index.php?/topic/46456-rpg-maker-mv-script-call-list/
 

Feli

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I created a project to demonstrate...


https://www.4shared.com/rar/_WRmg8rKba/YEP-_DEMO.html


I may be doing something wrong, but as you will see in the project, my intention is to use the plugin to unlock a class that has a constraint. That is, I want it to appear, but it is not possible to have access to it.
 

LTN Games

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Plugin Name: Event Mini Label


Error Message: No error message


How to Replicate Bug: To replicate this bug you need to setup an event with the event mini label comment tags. Set this event up to only be active when a switch is activated. Once the switch is activated you will notice that the event mini label will not appear above the event. All mini labels work as long as thent does not have a conditonal for a switch. 


Other: I have tried the available plugin commands as well. RefreshMiniLabel has no effect with this particular event, I have also tried alway show mini label and still nothing seems to work. Provided an image of how the event is setup.








 
 

Yanfly

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I created a project to demonstrate...


https://www.4shared.com/rar/_WRmg8rKba/YEP-_DEMO.html


I may be doing something wrong, but as you will see in the project, my intention is to use the plugin to unlock a class that has a constraint. That is, I want it to appear, but it is not possible to have access to it.


I'm unable to download off 4shared. Please use something that doesn't involve timers like Mediafire, Dropbox, or Mega.co.nz.

Plugin Name: Event Mini Label


Error Message: No error message


How to Replicate Bug: To replicate this bug you need to setup an event with the event mini label comment tags. Set this event up to only be active when a switch is activated. Once the switch is activated you will notice that the event mini label will not appear above the event. All mini labels work as long as thent does not have a conditonal for a switch. 


Other: I have tried the available plugin commands as well. RefreshMiniLabel has no effect with this particular event, I have also tried alway show mini label and still nothing seems to work. Provided an image of how the event is setup.








 


Thanks for the catch. I'll see what's going on with this.
 

Chaos17

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Hello,


Yanfly did you change your codes for the Tip and Trick : Joint Penalty ?


Because I am having this error :


http://imgur.com/a/0kWtc


For all your codes, you gave on your page : http://yanfly.moe/2016/02/24/tips-tricks-joint-penalty/


I tested them in your demo (I made new states for each of one) to be sure there won't be any compatibility problem with any other plugins.


p.s : I don't understand myself what's wrong because the Joint state you made in your demo for physical attack does work... and just duplicated it and replaced the notetag by the ones on your website.
 
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Yanfly

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Hello,


Yanfly did you change your codes for the Tip and Trick : Joint Penalty ?


Because I am having this error :


http://imgur.com/a/0kWtc


For all your codes, you gave on your page : http://yanfly.moe/2016/02/24/tips-tricks-joint-penalty/


I tested them in your demo (I made new states for each of one) to be sure there won't be any compatibility problem with any other plugins.


p.s : I don't understand myself what's wrong because the Joint state you made in your demo for physical attack does work... and just duplicated it and replaced the notetag by the ones on your website.


Are you copy/pasting it and changing nothing else? Because if so, that's the problem. You have to go change the part of the code where it checks for the Joint Penalty State ID. In the code, it says:



// Does the member exist and is the member affected by state 91 (the Joint Penalty state)?


if (member && member.isStateAffected(91)) {


Change that to the appropriate ID.
 

Yanfly

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Tips & Tricks - Unstable Affliction (World of WarCraft)










Unstable Affliction is a status effect from the World of Warcraft. The affected unit takes shadow damage over time. However, if it was dispelled, the dispeller takes shadow damage and is silenced. Here’s how to recreate that effect in RPG Maker MV!


Code here: http://yanfly.moe/2016/03/30/tips-tricks-unstable-affliction/
 

Chaos17

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Are you copy/pasting it and changing nothing else? Because if so, that's the problem. You have to go change the part of the code where it checks for the Joint Penalty State ID. In the code, it says:



// Does the member exist and is the member affected by state 91 (the Joint Penalty state)?


if (member && member.isStateAffected(91)) {


Change that to the appropriate ID.
Thank you!


My eyes didn't read right the comment you made (damn barrier langugage) in the notetag.


I will try it asap.


Edit : it works, thanks again!
 
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Akariu

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so....if I'm not able to increase permanently my jp cost....is there a way I can use percentage upgrade?


let us say hp  will upgrade 1% of the actors max?
 

Ghost of Christmas Kloe

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so....if I'm not able to increase permanently my jp cost....is there a way I can use percentage upgrade?


let us say hp  will upgrade 1% of the actors max?
Um... I think this plugin might help a bit to do percentages.
 

Yanfly

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Akariu

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Um... I think this plugin might help a bit to do percentages.


well...thanks...but I asked this because I would like to use the Skill Learn System to increase the stats with jobpoints you earn in battle.


If it is not possible...then I just have bad luck and will think about something else I can do for my project :)
 

itsaruse

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Hey Yanfly when using the Passive States plugin and trying to use a custom passive condition, is there a way to make the condition only on when the character has a certain type of weapon, or certain weapon id equipped?


What I'm trying to do here is give a ranger type character a bonus when using bow weapons.


Here's the code I've tried:


<Custom Passive Condition>


if a.equips.id === 3; {


condition = true;


} else {


condition = false;


}


</Custom Passive Condition>


I get an error on this. Maybe I'm not understanding how the game works with the equipment...
 
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