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Yanfly

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Yep_X_TickBasedRegen acting weird in low numbers game (LOW AGI).


(Core Engine 1.13,  BufStatesCore 1.08, TickBasedRegen 1.01)


Using BattleSysCTB 1.14A, and almost all yanfly released plugins.


My params are placed around 10-20 value, game is much more DungeonsDragons style, than default FF ultrahighnumber style :)  (not rising params via LVL but via training in guilds)


If Yep_X_TickBasedRegen  is off, I  receive regen once per about 30seconds. With plugin  is on, I receive batches of 6 times regen within one actor action)


(probably because of low AGI he acted once per 6 turns or so)


In fact, I would expect regen will tick based on BattleSysCTB : Full Turn: parameter - but changing this one does not have any effect 


But it seems it completelly deppends only on actor.agi vs BattleSysCTB : Full Gauge: parameter


Is it wanted behaviour or bug?  If it is not bug, what is Full Turn parameter in plugin good for? :)  


You'll have to work out the tick settings to fit your game. Go through all of the settings within the Battle Engine Core and CTB plugins.


---

Plugin Name: AttachAugments v1.02


Bug: Detach and Attach/Detach Eval functionality does not seem to work. I have fixed it locally, by editing the following:


On line 683, in function ItemManager.installAugmentToSlot, getting to the eval part depends on there being a regular effect. If you only have an eval effect, it never gets there because it checks for regular effects to exists. Pretty much the same thing for ItemManager.removeAugmentFromSlot.


As for the regular detach not working, on line 558 it checks for eval mode 'augment attach', instead of 'augment detach', and thus never gets commands for detachment.


How to Replicate Bug: For the regular detach not working, add something like the following to an augment item(insertable):

Code:
<Augment Detach: Glyph>
ATK: +5
</Augment Detach: Glyph>
It will not do anything upon detaching OR attaching.


For the eval attach/detach, add something like the following to an augment item(insertable):

Code:
<Augment Attach Eval: Glyph>
console.log("Test");
</Augment Attach Eval: Glyph>
With the console window open, no message will be shown.


Thanks for the catch. I'll get that fixed: http://yanfly.moe/plugins/en/YEP_X_AttachAugments.js


---

I did as you asked and recreated both issues in two separate projects (they still have issues):


Augment issue: https://drive.google.com/file/d/0B1JG7mnOp0vZaE5ZcXluNk9paEE/view?usp=sharing


Picture Common Event issue: https://drive.google.com/open?id=0B1JG7mnOp0vZTW5YOFdPa2h3NEU


Thanks,


Freddie


Thanks for the uploads, the first issue appears to be fixed here: http://yanfly.moe/plugins/en/YEP_X_AttachAugments.js in the latest update.


As for the second issue, seems like I made a dependency on the Region Events plugin without realizing it. This should get that fixed: http://yanfly.moe/plugins/en/YEP_PictureCommonEvents.js
 

Quigon

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I'm using the augment plugin and with this;


<Augment: Blade>


ATK: +30%


Add Attack Element: 4


Change Prefix: Arcane


MaxHP: -30%


Cannot Detach


</Augment: Blade>


There's no visible change to the actor's max hp.
 

Jonforum

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YEP.40 – Event Mini Label
Hi friends


Do i miss something ?


How simply do a line break in this plugin YEP.40 – Event Mini Label


am trying many thing


<Mini Label Range: 9>
<Mini Label: Divinorm\} \c[8]LV \v[51]
\I[71]>

OR
<Mini Label Range: 9>
<Mini Label: Divinorm\} \c[8]LV \v[51]<br> \I[71]>

Or
<Mini Label Range: 9>
<Mini Label: Divinorm\} \c[8]LV \v[51]>
<Mini Label: \I[71]>


Tank you for help me friends
 

KillerGin

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You'll have to work out the tick settings to fit your game. Go through all of the settings within the Battle Engine Core and CTB plugins.


---


Thanks for the catch. I'll get that fixed: http://yanfly.moe/plugins/en/YEP_X_AttachAugments.js


---


Thanks for the uploads, the first issue appears to be fixed here: http://yanfly.moe/plugins/en/YEP_X_AttachAugments.js in the latest update.


As for the second issue, seems like I made a dependency on the Region Events plugin without realizing it. This should get that fixed: http://yanfly.moe/plugins/en/YEP_PictureCommonEvents.js


Thanks for all your work Yanfly!


Just FYI, the picture common events still didn't work for me (for my main project). I had to isolate the cause. 


The "Yami_8DIR.js" was causing the Directional Plugin commands to not work. I simply had to disable that and now both work great (Picture Common and Augments)!


By the end of the day you will have a new ******* member! Since my game is going to release commercially in about a month its the least I can do since I use many of your scripts!


The Killer Gin,


Freddie
 

JoePie

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Hey Yanfly, I'm using Action Sequence right now but Camera Zoom or Focus not working. Other features like battlelog and animation plays fine, even in same <setup action> section. Been moving the plugin around, now pk1,2 & 3 were all in my plugin bottom list. Notetag as below. Let me know what you think? BTW all plugin were updated.

Code:
<setup action>
camera focus: target
zoom: 150%
display action
wait: 40
</setup action>

<target action>
animation 121: target
wait for animation
action effect
</target action>

<finish action>
clear battle log
reset camera: 20
reset zoom: 20
wait: 40
</finish action>
 
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Yanfly

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I'm using the augment plugin and with this;


<Augment: Blade>


ATK: +30%


Add Attack Element: 4


Change Prefix: Arcane


MaxHP: -30%


Cannot Detach


</Augment: Blade>


There's no visible change to the actor's max hp.


Thanks for the catch! I got this fixed in tonight's update. http://yanfly.moe/2016/04/17/plugin-updates-152/


---

Hi friends


Do i miss something ?


How simply do a line break in this plugin YEP.40 – Event Mini Label


am trying many thing



<Mini Label Range: 9>
<Mini Label: Divinorm\} \c[8]LV \v[51]
\I[71]>

OR
<Mini Label Range: 9>
<Mini Label: Divinorm\} \c[8]LV \v[51]<br> \I[71]>

Or
<Mini Label Range: 9>
<Mini Label: Divinorm\} \c[8]LV \v[51]>
<Mini Label: \I[71]>


Tank you for help me friends


There's no way to do line breaks with the plugin. The window size doesn't expand past a single line.


---

Thanks for all your work Yanfly!


Just FYI, the picture common events still didn't work for me (for my main project). I had to isolate the cause. 


The "Yami_8DIR.js" was causing the Directional Plugin commands to not work. I simply had to disable that and now both work great (Picture Common and Augments)!


By the end of the day you will have a new ******* member! Since my game is going to release commercially in about a month its the least I can do since I use many of your scripts!


The Killer Gin,


Freddie


Glad you got it working! And thanks so much for your support! <3 Looking forward to seeing your game's release and I hope for its success! :D


---

Hey Yanfly, I'm using Action Sequence right now but Camera Zoom or Focus not working. Other features like battlelog and animation plays fine, even in same <setup action> section. Been moving the plugin around, now pk1,2 & 3 were all in my plugin bottom list. Notetag as below. Let me know what you think? BTW all plugin were updated.



<setup action>
camera focus: target
zoom: 150%
display action
wait: 40
</setup action>

<target action>
animation 121: target
wait for animation
action effect
</target action>

<finish action>
clear battle log
reset camera: 20
reset zoom: 20
wait: 40
</finish action>


Try disabling your non-Yanfly plugins to see if anything is conflicting. Also, I recommend visiting the action sequence help thread for action sequences. 
 

Jonforum

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There's no way to do line breaks with the plugin. The window size doesn't expand past a single line.


---
its possible to add 2 single line ?


i very need it
 

Quigon

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Thanks for the quick fix! I'm also using other param +% effects in the same augment script, and I don't know if I'm just not understanding how the script handles things in how it displays parameter changes in the item menu - simply, adding an ATK+x% effect in an augment won't display the change in the weapon's stats in the item menu. It'll change it still, you can see the addition/subtraction in the status scene and equip scene but adding an ATK+30% augment to a weapon with in an initial 45 ATK retains the initial value, rather than the added percentage.


tl;dr percentage rates aren't visually updated in the item scene.
 

Neo Soul Gamer

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Hey Yanfly,


I saw a post in another thread today asking how to add skills without having to Equip them when using the Equip Skill plugin. I was trying to figure out ways to do this but it doesn't seem like it's possible. I've also tried different methods through commend menu plugins, but to no avail. 

Maybe there's a method I'm not understanding. How would we go about adding a skill and making it available to use in battle without having to equip it first? Can this be done at all?
 

radajin

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Hello, have an issues that i've been trying to figure out, i just recently got the tick based regen plug-in and now unless the regen is apart of a state, it doesn't run the characters regen tags on their class parameters or their armor parameters. i have the buff and stats core plugin and also the passive stats plugin and they are in the order suggested.


Is this a bug or is there a note tag i need to add to the class and armor to get the passive regen to proc?


Also, attachable augments doesn't seem to reconize the elemental rate changes, (i assume this means the resistance) at least its not reflecting in my characters status screen.


<Augment: Minor Orasha>


Change Prefix: Fire


Change Text Color: 10


Add Element Rate: Fire, 10%


</Augment: Minor Orasha>
 
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mass

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Hello,I am using the RowFormation Plugin.When i enter neither the formation(party system) nor the rowformation in the battle command,the enemy y position would move up.Even i do not any change in this two formation,the problem still exist.I wonder how to solve this problem.


The enemy y position:256 + ((rowSize / -2 + 0.5) + rowIndex%10) * 48



YEP_CoreEngine,YEP_BattleEngineCore,YEP_X_AnimatedSVEnemies,YEP_X_VisualHpGauge",YEP_BattleStatusWindow,YEP_PartySystem,YEP_RowFormation is all the plugin of i used.


It is worth mentioning that the Screen hight is changed and i was using the sideview battler in the YEP_X_AnimatedSVEnemies.
 

Chaos17

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Hello,


All the plugins are up to date.


Brand new demo.


Disabled all others plugins


I did NOT tweak and change any settings of your plugins.


Everything are by default.


(sorry for my bad english, I'm just trying to stay simple to avoid confusion)


Bug : all heores are able to use all skills even if they're not int heir skill list.










@thechancellor


There is a tag for what you want, read Yanfly plugin in the futur, please.


<Unequippable>
This skill cannot be equipped no matter what.
 
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Neo Soul Gamer

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@thechancellor


There is a tag for what you want, read Yanfly plugin in the futur, please.


<Unequippable>
This skill cannot be equipped no matter what.


Granted, I've skimmed over them before. But I've learned to read Yanfly's help sections and watch the video tutorials entirely. 

Have YOU tried this tag? This is only half of what I (and others) want, which is why I'm asking about it. The unequippable tag works fine for preventing a skill equip. However, when that tagged skill is learned through other means (i.e. leveling up), it won't show up in the list of skills at all. The Equip Skill plugin merges all skill lists, but even by using a battle command plugin to manually place another skill type in the command menu, the skill list override still takes effect. I've made sure to add the necessary skill type to the class as well. 
 

kreedves

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hey yanfly i love all your plugins they are very useful , even with little knowledge of progamming its super easy to make do with your plugins.


But I'm having trouble with the "button common event plugin" it isn't working for some weird reason, i want to make a "skip dialog" common event 


i even tried it with the item button common even that you made in the tutorials 


 8.jpg2.jpg3.jpg4.jpg


5.jpg5.jpg


7.jpg


but even when i pressed 1,2,3,4,5,and 6 nothing happens i even tried pressing alt, clt, and fn. 


I did something similar to this but it wasn't a common event.View attachment 36604


View attachment 36605View attachment 36606


This works fine. Alternatively i could just do this for all the long dialogs in the game and if they don't want to read the minor ones, they could use the pgdwn speed text plugin that u made (forgot the plugin name), But still i want to know why the common event didn't work?! Did I do something wrong?


All your other plugins work fine (at least the ones i tried)
 
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HeroicJay

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I think you need to learn a bit more about eventing, though I'll just skip ahead to the punchline and say "I'm pretty sure you can't do the text skip the way you want to do it without a plugin specifically made for it". Issues I see?


1. You can only have one text box open at a time. So that "skip dialogue?" line wouldn't come up if you're already in a dialogue segment.


2. And even if it did, once you're in the "Else" part of the "If" block... you're in the "Else" part of the block and will remain there until the event is finished playing out, no matter what you do with the switches.


3. "Erase Event" should be used very sparingly, especially where NPCs are concerned. It makes the event - in all its pages - disappear entirely until you refresh the map. If everything else worked (though it won't) the switch would be sufficient. I don't even think it does anything in common events.


4. You never turn the "skip" or "Erase" switches off, so once they're set, your NPC will never have dialogue ever again.


5. "Screne_Manager"? "Screne_Item"? That's not going to work. Code cares about typos.
 
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wifflefish

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Hi Yanfly, I think there's a bug with your Equip Battle Skills Plugin.


The original version of the skill is supposed to disappear when the plus version is unlocked through JP (Plume is the example here), using the <hide if learned: x> tag.


This works in the skill type window...


2016-04-18 (1).png


but not in the skill equip window, and you can still add the original skill to your battle skills.


2016-04-18.png
 

Yanfly

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Thanks for the quick fix! I'm also using other param +% effects in the same augment script, and I don't know if I'm just not understanding how the script handles things in how it displays parameter changes in the item menu - simply, adding an ATK+x% effect in an augment won't display the change in the weapon's stats in the item menu. It'll change it still, you can see the addition/subtraction in the status scene and equip scene but adding an ATK+30% augment to a weapon with in an initial 45 ATK retains the initial value, rather than the added percentage.


tl;dr percentage rates aren't visually updated in the item scene.


Percentile rates never showed up in the item scene in the past. This is because the item scene does not have an actor attached to it, so it will not show the numerical increase given by a percent value.


---

Hey Yanfly,


I saw a post in another thread today asking how to add skills without having to Equip them when using the Equip Skill plugin. I was trying to figure out ways to do this but it doesn't seem like it's possible. I've also tried different methods through commend menu plugins, but to no avail. 

Maybe there's a method I'm not understanding. How would we go about adding a skill and making it available to use in battle without having to equip it first? Can this be done at all?


This was something I avoided doing as a plugin command since it got extremely messy. However, what you can try is the script call I have listed inside the help file:


* actor.equipSkill(id, slot)
* - This will cause the actor to equip skill ID into the specific slot.
* This will bypass whether or not the actor can equip the skill or not.


---

Hello, have an issues that i've been trying to figure out, i just recently got the tick based regen plug-in and now unless the regen is apart of a state, it doesn't run the characters regen tags on their class parameters or their armor parameters. i have the buff and stats core plugin and also the passive stats plugin and they are in the order suggested.


Is this a bug or is there a note tag i need to add to the class and armor to get the passive regen to proc?


Also, attachable augments doesn't seem to reconize the elemental rate changes, (i assume this means the resistance) at least its not reflecting in my characters status screen.


<Augment: Minor Orasha>


Change Prefix: Fire


Change Text Color: 10


Add Element Rate: Fire, 10%


</Augment: Minor Orasha>


I'll have to take a look at this later.


---

Hello,


All the plugins are up to date.


Brand new demo.


Disabled all others plugins


I did NOT tweak and change any settings of your plugins.


Everything are by default.


(sorry for my bad english, I'm just trying to stay simple to avoid confusion)


Bug : all heores are able to use all skills even if they're not int heir skill list.










@thechancellor


There is a tag for what you want, read Yanfly plugin in the futur, please.


<Unequippable>
This skill cannot be equipped no matter what.


If you're using the class change core, and those classes have pre-learned skills, AND your equip battle skills allows equipping skills from non-class/non-subclass, they will automatically be equipped. Go to Equip Battle Skills, set "All Equippable?" to false.


---

Hi Yanfly, I think there's a bug with your Equip Battle Skills Plugin.


The original version of the skill is supposed to disappear when the plus version is unlocked through JP (Plume is the example here), using the <hide if learned: x> tag.


This works in the skill type window...


View attachment 36608


but not in the skill equip window, and you can still add the original skill to your battle skills.


View attachment 36609


I'll have to check this out later.
 

Chaos17

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@Yanfly


Thank you, I overlooked that since I didn't touched the settings.


I will be more carefull in the futur :)
 

Dumeka

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Hi everybody!


When I saw that that attachable Augments plugin got an update yesterday, I hoped that the issue it had got fixed.


Unfortunately, I still have the Problem that when I apply a mark on a weapon the +5 Attack I want it to increase  to, doesn't get applied and doesn't Show up in the stats visually either.


Here is how the note on my mark Looks like:


<Augment: Mark>


ATK:+5


Price: +1000


Change Prefix: Fire


Change Text Color: 18


</Augment: Mark>


Am I doing something wrong or is it really a bug?


I couldn't find any help on the help file.


The fire and Color text are getting applied properly, only the ATK+5 doesn't get added to the weapons stats.


Any help would be greatly appreaciated. :)
 

Yanfly

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Hi everybody!


When I saw that that attachable Augments plugin got an update yesterday, I hoped that the issue it had got fixed.


Unfortunately, I still have the Problem that when I apply a mark on a weapon the +5 Attack I want it to increase  to, doesn't get applied and doesn't Show up in the stats visually either.


Here is how the note on my mark Looks like:


<Augment: Mark>


ATK:+5


Price: +1000


Change Prefix: Fire


Change Text Color: 18


</Augment: Mark>


Am I doing something wrong or is it really a bug?


I couldn't find any help on the help file.


The fire and Color text are getting applied properly, only the ATK+5 doesn't get added to the weapons stats.


Any help would be greatly appreaciated. :)


Add a space between the : and +
 
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