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I'm assuming that I'm allowed to modify your T&T notetags?


I'm using this to (hopefully assuming it works) remove my Slimed state with Water attacks. :)

<Custom Respond Effect>


// Get the water element ID.


var water = 3;


// Check if water damage is dealt.


if (this.item().damage.elementId === water) {


// Get the Slimed status effect ID.


var stateId = 110;


// Remove the status effect from target.


target.removeState(stateId);


</Custom Respond Effect>
 

Hyomoto

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Have you tried using <Cast Animation: 0> in the skill's note box? 
The problem is a bit more robust since it doesn't use the proper attack animation OR weapon sprite. I have tried using melody but all it doesn't seem to matter because it uses the wrong animation and sprite for perform action. Cast animation 0 gets rid of the initial charge but does nothing to fix the animation errors. 
 
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Quote



<After Eval>


if (user.isEnemy(1)) {


var successRate = 0.5;


if (Math.random(1) < successRate) {


var items = [1];


var total = $gameParty.items(1).length;


for (var i = 0; i < total; ++i) {


var item = $gameParty.items(1);





if (item.itypeId !== 2) items.push(item);





}





var random = Math.floor(Math.random() * items.length);





var item = items[random];





$gameParty.loseItem(item, 1);





var text = user.name(1) + ' stole ' + item.name + ' from the party!';





SoundManager.playEquip(1);





} else {





var text = user.name(1) + ' failed to steal an item!';





SoundManager.playBuzzer(1);





}





var window = SceneManager._scene._logWindow;





window._lines.push(text + '<CENTER>');





window.refresh(1);





}





</After Eval>









Okay, I must be doing something wrong here. I just tried to do the Enemy Thieves thing with my Steal Item (partially to see if it was successfully working and partially because I'm trying to still do the "Enemies Steal Weapons thing") skill. At first I copy pasted the code exactly as you put it in the video. That got me this. I tried again, adding in numbers to any paratheses I found. Same result when the Slime went up to perform the Pilfer action.





 





For what it's worth, here's the code for the regular action:






Quote







<Steal Item>





 





<setup action>





display action





immortal: targets, true





</setup action>





 





<target action>





move user: targets, front, 20





motion standby: user





wait for movement





face user: target





action animation: target





move user: targets, base, 10





motion thrust: user, no weapon





wait: 15





action effect





jump user: 50, 10





move user: targets, front, 10





face user: forward





wait: 60





</target action>









Does anybody know what I'm doing wrong?


View attachment 35671
 

watermark

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@Yanfly The Upgrade Slot system errors still shows up in my build. As requested, I've made a clean test build for you to take a look at here:


Upgrade Slot Test
 

Yanfly

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Okay, I must be doing something wrong here. I just tried to do the Enemy Thieves thing with my Steal Item (partially to see if it was successfully working and partially because I'm trying to still do the "Enemies Steal Weapons thing") skill. At first I copy pasted the code exactly as you put it in the video. That got me this. I tried again, adding in numbers to any paratheses I found. Same result when the Slime went up to perform the Pilfer action.


 


For what it's worth, here's the code for the regular action:


Does anybody know what I'm doing wrong?


View attachment 35671


I will have to suggest you bring this to the JavaScript Support forum since it's not code that I provided.


---

@Yanfly The Upgrade Slot system errors still shows up in my build. As requested, I've made a clean test build for you to take a look at here:


Upgrade Slot Test


Thanks, I'll take a look at after work.
 

Castagna

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Can you help me with a problem...?


Plugin Name: YEP_PartySystem.js


The plugin works perfectly, but i would like to let the player use the normal Formation command in the Menu and call this party manager with events... can I do it somehow?


(How  can I prevent this plugin from overriding Formation Menù Command?)
 

Omegadragon8

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OH YEAH!!!!!!!!!!!!! now i just need to get a plug in to work with this (making a set of ailments that after its host dies it moves onto a random target on the battle field) this plug in will make that so much more fun :D  and easier....

Ooh, like Malzahar's Malefic Visions  ;)

@Yanfly So, remember way back when I asked you about a quick time events system for battle (like the Legend of Dragoon additions; you informed me it wasn't mainstream enough), when you mentioned making extensions for the Common Even Pictures that works for battle and menu, I realized that with plugins like that, I could easily implement the addition system!. Can't wait until you get around to it :D  
 
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Yanfly

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FlyingDream's Armor Scaling Calculator










Figuring out the right amount of defense values to give your actors when using the Armor Scaling plugin can be a challenge. This tool will allow you to test various defense values to see how armor scaling will affect different base damage values to help assist you in figuring out how to make armor scaling work right for your game.


You can find the RPG Tool here:


Yanfly.moe: http://yanfly.moe/tools/armorscalingcalculator/


Enjoy!
 

Yanfly

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Can you help me with a problem...?


Plugin Name: YEP_PartySystem.js


The plugin works perfectly, but i would like to let the player use the normal Formation command in the Menu and call this party manager with events... can I do it somehow?


(How  can I prevent this plugin from overriding Formation Menù Command?)


Nope. The Party System plugin overrides the Formation command.


---

Ooh, like Malzahar's Malefic Visions  ;)

@Yanfly So, remember way back when I asked you about a quick time events system for battle (like the Legend of Dragoon additions; you informed me it wasn't mainstream enough), when you mentioned making extensions for the Common Even Pictures that works for battle and menu, I realized that with plugins like that, I could easily implement the addition system!. Can't wait until you get around to it :D  


After testing things a bit, I've decided it's best to make a separate Picture Common Events-esque plugin for battles than maps. This is primarily due to the fact that events that run in battle operate differently than the events that run on maps.
 

Zack Phoenix

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First off, I'm loving your work Yanfly! I recently moved my project over to MV only because I saw most of your VXAce scripts have been ported over and I just can't work without them haha.


However, one thing I loved in VXAce was the actor quotes at the battle results screen since my game was heavily character-driven and it was just lovely to see all the characters' reactions. Do you intend to implement that in MV too? It feels so empty now and my actors can't show off their nice unique quotes anymore.
Aside from that though, keep it up! I will always support your work!
 

HolyGabranth

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My game is un-able to recieve input from the keyboard, game-pad or mouse when I activate FPS_Scync.


And disabling or tampering with the plugins YEP_KeyboardConfig, KeyboardConfig and GamepadConfig have no effect while FPS_Sync is active.


Another problem I'm experiencing is my game is crashing from a conflict of YEP_KeyboardConfig and GamepadConfig as those are the plugins targeted in the crash report that I keep getting.


Though the YEP_KeyboardConfig and FPS_Scync plug-ins aren't critical to my game, I just thought I'd let you know of my findings.
 

Crimson Dragon Inc.

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My game is un-able to recieve input from the keyboard, game-pad or mouse when I activate FPS_Scync.


And disabling or tampering with the plugins YEP_KeyboardConfig, KeyboardConfig and GamepadConfig have no effect while FPS_Sync is active.


Another problem I'm experiencing is my game is crashing from a conflict of YEP_KeyboardConfig and GamepadConfig as those are the plugins targeted in the crash report that I keep getting.


Though the YEP_KeyboardConfig and FPS_Scync plug-ins aren't critical to my game, I just thought I'd let you know of my findings.




the keyboard/mouse not responding could be you have an event set to auto run instead of parallel.......the conflict could be due to not having your plug ins in the correct order which can be found here
 
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*looks at the latest plugin updates* Man, I feel kinda bad for HIMEWorks. Seems like a lot of times I find something that's unique to her style, you come along and blow that out of the water later anyways. No need for HIME's Custom Death States anymore.
 

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NEVERMIND: FIXED (For anyone who has problems with the scripts below I'll leave this up. But to fix it, all I did was move the Item Core, Skill Core, then the skill scripts right under the Engine Core)


Script: YEP_InstantCast


I made sure to have the SkillCore, ItemCore, BattleEngineCore, and EngineCore all up when I tried this. Also had BuffStatesCore, BattleStatusWindow, and the StatusMenuCore set up as well to experiment when I got them working. I set up a power like this:


Name: Poison Self


Skill Type: Magic, MP and TP Cost: 0


Scope: The User, Occasion: Always


Speed: 0, Succes: 100%, Repeat: 1, TP Gain: 0


Message: None


Required Weapons: None


Damage: None


Effects: Add State Poison 100%


Then when I added the notetags <Instant> or <Instant Cast> it just made the turn go by normally without instantly casting it. I really like the idea behind this and have lots of ideas so I really wanna get this working. I have made sure all my plugins were up to date.


Script: YEP_X_LimitedSkillUses


Also, same issue with this one. I type in the tag info as I'm supposed to and it's not working. For one the tag in the help thing is off because I got this script working in another test a while back with a different tag but no matter what tag I try to use now it refuses to work. Please help. I really want this working. Your scripts have been the BEST I've seen.
 
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doranikofu

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would it be possible to have tint background in action sequence?


Right now the tint command will tint everything including UI and animation. It would be helpful to only tint background for certain skill animations. Thanks.
 

HolyGabranth

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the keyboard/mouse not responding could be you have an event set to auto run instead of parallel.......the conflict could be due to not having your plug ins in the correct order which can be found here

I've always had the exact plugin order as posted on yanfly.moe and the inputs fail at any instance of game boot up. Whether it's test battle, play test or full game launch it doesn't work and the only 2 plugins in my game that have not been created by Yanfly are Skotty TV's "ItemBook" and "EnemyBook" which are modified Plugins from Yanfly.
 


I'm not getting a crash report or anything serious. Just no input capability from the player while FPS_Scync is on.
 

Dante S. Ryu

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Hi, Yanfly


I was trying to your Credit Page Plugin.


The texts are fine, then I add an URL under the texts that leads the player to a Google Form.


However, when I try to open the URL in the game, many windows just pop up like non-stoppable.


I'm sure it is up-to-date. I re-downloaded all of them this afternoon.
 

Yanfly

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First off, I'm loving your work Yanfly! I recently moved my project over to MV only because I saw most of your VXAce scripts have been ported over and I just can't work without them haha.


However, one thing I loved in VXAce was the actor quotes at the battle results screen since my game was heavily character-driven and it was just lovely to see all the characters' reactions. Do you intend to implement that in MV too? It feels so empty now and my actors can't show off their nice unique quotes anymore.
Aside from that though, keep it up! I will always support your work!


That was one of the features that was complained about the most in the VX Ace version with more than quite a few times so I opted to leave it out. :/


If anything, I may remake it as an extension plugin in the future.


---

My game is un-able to recieve input from the keyboard, game-pad or mouse when I activate FPS_Scync.


And disabling or tampering with the plugins YEP_KeyboardConfig, KeyboardConfig and GamepadConfig have no effect while FPS_Sync is active.


Another problem I'm experiencing is my game is crashing from a conflict of YEP_KeyboardConfig and GamepadConfig as those are the plugins targeted in the crash report that I keep getting.


Though the YEP_KeyboardConfig and FPS_Scync plug-ins aren't critical to my game, I just thought I'd let you know of my findings.


The FPS Synch plugin requires your game to be running with MV 1.1.0. This will also include the base source code, too. You can do a quick check with your rpg_x.js files in your "js" folder. If they don't have 1.1.0 at the top, it means it's not up to date. Create a new project with your updated MV 1.1.0, then copy the rpg_x.js files created with it over to your main project's "js" folder. It should work after that.


---

NEVERMIND: FIXED (For anyone who has problems with the scripts below I'll leave this up. But to fix it, all I did was move the Item Core, Skill Core, then the skill scripts right under the Engine Core)


Script: YEP_InstantCast


I made sure to have the SkillCore, ItemCore, BattleEngineCore, and EngineCore all up when I tried this. Also had BuffStatesCore, BattleStatusWindow, and the StatusMenuCore set up as well to experiment when I got them working. I set up a power like this:


Name: Poison Self


Skill Type: Magic, MP and TP Cost: 0


Scope: The User, Occasion: Always


Speed: 0, Succes: 100%, Repeat: 1, TP Gain: 0


Message: None


Required Weapons: None


Damage: None


Effects: Add State Poison 100%


Then when I added the notetags <Instant> or <Instant Cast> it just made the turn go by normally without instantly casting it. I really like the idea behind this and have lots of ideas so I really wanna get this working. I have made sure all my plugins were up to date.


Script: YEP_X_LimitedSkillUses


Also, same issue with this one. I type in the tag info as I'm supposed to and it's not working. For one the tag in the help thing is off because I got this script working in another test a while back with a different tag but no matter what tag I try to use now it refuses to work. Please help. I really want this working. Your scripts have been the BEST I've seen.


Please follow these basic trouble shooting guidelines:


BASIC TROUBLE SHOOTING


1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/


2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.


3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?


4. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager? 


You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video:http://yanfly.moe/yep/changelog/


Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.


5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.


6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.


---

Hi, Yanfly


I was trying to your Credit Page Plugin.


The texts are fine, then I add an URL under the texts that leads the player to a Google Form.


However, when I try to open the URL in the game, many windows just pop up like non-stoppable.


I'm sure it is up-to-date. I re-downloaded all of them this afternoon.


Unfortunately, this may be due to your browser and whether or not it's up to date. Furthermore, as this is something I cannot test due to differences in browsers across different computers, I can only suggest that you will have to find a way to work this out on your own.
 

MysteryMan23

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So, when exactly is the next plugin preview? Or are you not doing that anymore?
 
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