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Can't wait for the Target Control plugin tomorrow! I have a skill made that would fit it perfectly!
 

Yanfly

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So first of all, thank you so much for all your hard work. I use quite a lot of your plugins and I have everything I need for the game I wanted to make!


I've installed the Item Durability plugin and it's working great so far! But I have a weapon type that can hex/heal/buff/debuff enemies and allies. I made a simple one that simply heals your allies, it uses the official "WeaponSkill" plugin to tie it to a Heal skill which has a scope of 1 ally. Whenever I use it though, it never gets affected by durability. Do weapons that use skills (or that target allies?) not get affected by the plugin? I saw no setting for this on the plugin so I'm not sure if it's outside the scope of your plugin. Any ideas?


Thanks!


If you haven't changed anything, then no. Healing doesn't deal damage, which doesn't affect durability by default.
 
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I did see the terms of use however I would like to know if it would be ok if I showed your plugins on my YouTube page. I have a very small account and I love your content. I can turn of monetized videos if that is what you would prefer. Thanks for the awesome content. 
 
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This is a stupid question, I know, but what's the difference between Attachable Augments and Item Upgrade Slots? 


I only ask because Driftwood Gaming did a video about Item Upgrade Slots: 








And he was able to do enchanting with elemental stuff which Augments has as it's main thing. 


So so is the difference just "Augments are temporary, Upgrades are permanent"? Is this video outdated now?
 

Zybane

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YEP_X_AttachAugements version 1.04


<Augment: Mark>


Change Suffix: of Confusion


Change Text Color: 10


Add Attack State: 27, 20%


</Augment: Mark>


I created an item and it works great as an augment, that is until I save and exit, then load the save.


I was able to re-create it and found out the Suffix for whatever reason gives the following:


"TyperError - Cannot read proprty 'length of null'" (only on trying to remove or replace the augment from a peice of gear with the Suffix on it)


Only error I've seen and happens just with Suffixes not Prefixes.


Quickdraws already touched on another:


For instance a HRG: +5% comes out as 105% and does not function as health regen at all even though it is at 105%.


No noticeable regen effect happens.


Thank you very much for all your hard work Yanfly! =)

Error.png
 

Silenity

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Hmm. In your Sample Project I am unable to gain experience. I dunno if it's a bug or anything but I can't pinpoint the problem. 


EDIT: Seems to be the Beta plugin Selection Control.
 
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Yanfly

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I did see the terms of use however I would like to know if it would be ok if I showed your plugins on my YouTube page. I have a very small account and I love your content. I can turn of monetized videos if that is what you would prefer. Thanks for the awesome content. 


Sure, that's fine.


---

This is a stupid question, I know, but what's the difference between Attachable Augments and Item Upgrade Slots? 


I only ask because Driftwood Gaming did a video about Item Upgrade Slots: 








And he was able to do enchanting with elemental stuff which Augments has as it's main thing. 


So so is the difference just "Augments are temporary, Upgrades are permanent"? Is this video outdated now?


Upgrades are permanent additions to the piece of equipment. Augments are temporary as they can be detached.


---

YEP_X_AttachAugements version 1.04


<Augment: Mark>


Change Suffix: of Confusion


Change Text Color: 10


Add Attack State: 27, 20%


</Augment: Mark>


I created an item and it works great as an augment, that is until I save and exit, then load the save.


I was able to re-create it and found out the Suffix for whatever reason gives the following:


"TyperError - Cannot read proprty 'length of null'" (only on trying to remove or replace the augment from a peice of gear with the Suffix on it)


Only error I've seen and happens just with Suffixes not Prefixes.


Quickdraws already touched on another:


For instance a HRG: +5% comes out as 105% and does not function as health regen at all even though it is at 105%.


No noticeable regen effect happens.


Thank you very much for all your hard work Yanfly! =)


View attachment 36773


I'm unable to replicate your inability to save the effect. Furthermore, I just tried out HRG: +5% and it gives me only +5% regen working as intended.


In the event I won't be able to reproduce your error, I'd like 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. Usehttp://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. Please do not use a website that involves timers like 4shared, RapidShare, etc.
10. Post the link here and I'll take a look at it.


Thanks for helping


---

Hmm. In your Sample Project I am unable to gain experience. I dunno if it's a bug or anything but I can't pinpoint the problem. 


EDIT: Seems to be the Beta plugin Selection Control.


Yeah, this has already been fixed and will be ready for today's release. :)
 

Yanfly

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Target Core >> Selection Control


Features and How to Use










When selecting targets, RPG Maker MV has it set by default that the list of valid targets is always either alive enemies, alive allies, or only dead allies. Actions would not be able to target either actors or enemies or change from single target to multiple targets. This extension plugin for the Target Core will allow you to break free of that restriction for better selection control of targets as well as insert customized conditions.



Plugin and Instructions: http://yanfly.moe/2016/04/22/yep-94-selection-control/
 

oToToToToTo

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Yanfly, you make my Fridays/Saturdays. Thank you for your plugins!
 

HalcyonDaze

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I've seen a few threads regarding this scattered throughout the internet, but I've never seen it resolved one way or another. Is there any possible update or work-around that will allow BattleCore to co-exist with Victor's Throwable Objects, or perhaps a similar plug-in you've already done that can achieve the same effect? I'm sure that I'm not the only one curious about this.
 

Yanfly

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I've seen a few threads regarding this scattered throughout the internet, but I've never seen it resolved one way or another. Is there any possible update or work-around that will allow BattleCore to co-exist with Victor's Throwable Objects, or perhaps a similar plug-in you've already done that can achieve the same effect? I'm sure that I'm not the only one curious about this.


From the first post:


NOTE: I'll only provide support for my own plugins and code that I, myself, have provided. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins.
 

evilsaigon

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Hi. This is an issue with the Battle Engine Core.


My character has a skill that attacks "2 random enemies" as its scope. However, he may launch the second attack on the same enemy even if it's dead...


I understand you implemented Immortality state to let skills finish their effects before letting an enemy die. I also realize that the Immortality parameter is not in the Battle Engine Core anymore.


Thus I tried to manually put "Immortality: target, false" to remove immortality. Even though monster dies from first hit, my character may still launch his second attack on the same non-existing enemy which is even worse.


So is there any way to fix this? How do you make the character not randomly attack an enemy who's HP is 0? I want to keep the "2 random enemies" scope.


Thanks!
 

Yanfly

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Hi. This is an issue with the Battle Engine Core.


My character has a skill that attacks "2 random enemies" as its scope. However, he may launch the second attack on the same enemy even if it's dead...


I understand you implemented Immortality state to let skills finish their effects before letting an enemy die. I also realize that the Immortality parameter is not in the Battle Engine Core anymore.


Thus I tried to manually put "Immortality: target, false" to remove immortality. Even though monster dies from first hit, my character may still launch his second attack on the same non-existing enemy which is even worse.


So is there any way to fix this? How do you make the character not randomly attack an enemy who's HP is 0? I want to keep the "2 random enemies" scope.


Thanks!


That's not going to matter no matter which way you do it. The target selection is based off of RPG Maker MV's default selection. All targets are chosen at the very beginning of the skill's cast, immortal or not. Targets do NOT get rerouted to a random target if the target dies mid-sequence, because that's just not how the engine for RPG Maker MV works.
 

Quickdraws

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Yeah I get that and can live without the decimal just have to change the tags ive already done that's all. Thanks for the quick response; however, it seems that HIT CRI MEV EVA CEV all now add 100% with any tag plus the value; so a  +1% CEV tag adds 101%  which negates any viable use of those parameters.


For anyone getting the problem I noted. I believe I found the issue I believe. Hopefully yanfly will read this and add it if its right or whatever.


It's a simple coding fix so you'll need to have a editor such as notepad++ to fix for now. I also found from testing that luk +% tags weren't be processed


on the character and found a simply fix for that as well.  Click spoiler below for code.

 Line 1221 // Plugin: Attach Augments   


ItemManager.applyAugmentParamRate = function(mainItem, param, value) {
  var add = $gameTemp._augmentSetting === 'attach';
  value = parseFloat(value * 0.01);
  var rate = value + 1;
  if (['MAXHP', 'MHP', 'MAX HP', 'HP'].contains(param)) {
    var code = Game_BattlerBase.TRAIT_PARAM;
    var id = 0;
  } else if (['MAXMP', 'MMP', 'MAX MP', 'MP'].contains(param)) {
    var code = Game_BattlerBase.TRAIT_PARAM;
    var id = 1;
  } else if (['ATK', 'STR'].contains(param)) {
    var code = Game_BattlerBase.TRAIT_PARAM;
    var id = 2;
  } else if (['DEF'].contains(param)) {
    var code = Game_BattlerBase.TRAIT_PARAM;
    var id = 3;
  } else if (['MAT', 'INT', 'SPI'].contains(param)) {
    var code = Game_BattlerBase.TRAIT_PARAM;
    var id = 4;
  } else if (['MDF', 'RES'].contains(param)) {
    var code = Game_BattlerBase.TRAIT_PARAM;
    var id = 5;
  } else if (['AGI', 'SPD'].contains(param)) {
    var code = Game_BattlerBase.TRAIT_PARAM;
    var id = 6;
  } else if (['LUK'].contains(param)) {
    var code = Game_BattlerBase.TRAIT_PARAM;
    var id = 7;
    return;     <---------------   Delete this line; This "return" is preventing LUK +/-% tags from being recognized so it needs to be removed for effect to occur.
  } else if (Yanfly.Param.AugmentXParams.contains(param)) {
   var rate = value; //                 <-------------------------------  Add this line; makes xparams add flat value as dictated by your tags.
      var code = Game_BattlerBase.TRAIT_XPARAM;
      var id = Yanfly.Param.AugmentXParams.indexOf(param);
  } else if (Yanfly.Param.AugmentSParams.contains(param)) {
      var code = Game_BattlerBase.TRAIT_SPARAM;
      var id = Yanfly.Param.AugmentSParams.indexOf(param);
  } else {
    return;
  }
  this.adjustItemTrait(mainItem, code, id, rate, add);
};


Hope this helps anyone whose been having that issue.  
 
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Minakill

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#Problem with plugin


I have problem Unleashed Weapons plugin didnt for full.


I have him under CoreEngine, ItemCore and EquipCore no botom of that 3 but he still do that.


Change skill but not want change name and i don't know why.
 

Omegadragon8

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Target Core >> Selection Control


Features and How to Use










When selecting targets, RPG Maker MV has it set by default that the list of valid targets is always either alive enemies, alive allies, or only dead allies. Actions would not be able to target either actors or enemies or change from single target to multiple targets. This extension plugin for the Target Core will allow you to break free of that restriction for better selection control of targets as well as insert customized conditions.



Plugin and Instructions: http://yanfly.moe/2016/04/22/yep-94-selection-control/


AWESOME :D  Now it should be possible to imitate the Zombie/Undead effects from Final Fantasy 8 (now if I can just figure out the js to get a revive effect to kill an undead automatically B)  )
 
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Hey Yanfly, thanks a lot for taking the time to make these plugins, they're a godsend!


I do have a couple questions about the Buffs and States Core Plugin. What I'm specifically trying to do is create buffs and debuffs that stack at custom rates, with different stack caps. I do know your plugin has a codestring I can edit that alters the effect when a buff has more than one stack, but I have multiple types of buffs and I don't want all of them to stack at the same rate. That said, I didn't see anything in Lunatic Mode about altering the the max stacks of a buff (maybe I missed it?) or how to alter the stacking rate. For example:


Elemental Damage Debuffs: I want skills that deal elemental damage to stack a debuff that increases the amount of damage that target suffers from that same element, so let's say I give the state a base "Fire Damage" rate of 110%. I want this skill to go up by 10% for a total of 120% at 2 stacks, etc. capping out at 5 stacks for 150%.


I also have a passive healing buff that adds HRGN +10%, but I want this buff to only add 5% per stack and cap at 3 stacks for 20%. Would I need to make a conditional plugin to achieve this?
 

kovak

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Target Core >> Selection Control


Features and How to Use










When selecting targets, RPG Maker MV has it set by default that the list of valid targets is always either alive enemies, alive allies, or only dead allies. Actions would not be able to target either actors or enemies or change from single target to multiple targets. This extension plugin for the Target Core will allow you to break free of that restriction for better selection control of targets as well as insert customized conditions.



Plugin and Instructions: http://yanfly.moe/2016/04/22/yep-94-selection-control/


This is really great, but could you add a tag similar to the <Disperse Damage> to increase the cost of a spell based on the number of enemies who will be affected by it?
 

Yanfly

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For anyone getting the problem I noted. I believe I found the issue I believe. Hopefully yanfly will read this and add it if its right or whatever.


It's a simple coding fix so you'll need to have a editor such as notepad++ to fix for now. I also found from testing that luk +% tags weren't be processed


on the character and found a simply fix for that as well.  Click spoiler below for code.

 Line 1221 // Plugin: Attach Augments   


ItemManager.applyAugmentParamRate = function(mainItem, param, value) {
  var add = $gameTemp._augmentSetting === 'attach';
  value = parseFloat(value * 0.01);
  var rate = value + 1;
  if (['MAXHP', 'MHP', 'MAX HP', 'HP'].contains(param)) {
    var code = Game_BattlerBase.TRAIT_PARAM;
    var id = 0;
  } else if (['MAXMP', 'MMP', 'MAX MP', 'MP'].contains(param)) {
    var code = Game_BattlerBase.TRAIT_PARAM;
    var id = 1;
  } else if (['ATK', 'STR'].contains(param)) {
    var code = Game_BattlerBase.TRAIT_PARAM;
    var id = 2;
  } else if (['DEF'].contains(param)) {
    var code = Game_BattlerBase.TRAIT_PARAM;
    var id = 3;
  } else if (['MAT', 'INT', 'SPI'].contains(param)) {
    var code = Game_BattlerBase.TRAIT_PARAM;
    var id = 4;
  } else if (['MDF', 'RES'].contains(param)) {
    var code = Game_BattlerBase.TRAIT_PARAM;
    var id = 5;
  } else if (['AGI', 'SPD'].contains(param)) {
    var code = Game_BattlerBase.TRAIT_PARAM;
    var id = 6;
  } else if (['LUK'].contains(param)) {
    var code = Game_BattlerBase.TRAIT_PARAM;
    var id = 7;
    return;     <---------------   Delete this line; This "return" is preventing LUK +/-% tags from being recognized so it needs to be removed for effect to occur.
  } else if (Yanfly.Param.AugmentXParams.contains(param)) {
   var rate = value; //                 <-------------------------------  Add this line; makes xparams add flat value as dictated by your tags.
      var code = Game_BattlerBase.TRAIT_XPARAM;
      var id = Yanfly.Param.AugmentXParams.indexOf(param);
  } else if (Yanfly.Param.AugmentSParams.contains(param)) {
      var code = Game_BattlerBase.TRAIT_SPARAM;
      var id = Yanfly.Param.AugmentSParams.indexOf(param);
  } else {
    return;
  }
  this.adjustItemTrait(mainItem, code, id, rate, add);
};


Hope this helps anyone whose been having that issue.  


Ah, I've already caught this error today for the LUK update. Although, the current v1.04 should have already had it working, I'm not sure why it isn't working for some people.


---

#Problem with plugin


I have problem Unleashed Weapons plugin didnt for full.


I have him under CoreEngine, ItemCore and EquipCore no botom of that 3 but he still do that.


Change skill but not want change name and i don't know why.


Because that's what it does. If you don't want it to change the name, then use the notetag already provided inside of the helpfile.


 * Skill Notetags:
 * 
 *   <Command Text: x>
 *   <Attack Text: x>
 *   <Guard Text: x>
 *   If you are using Replace Attack or Replace Guard, you can change the way
 *   the command name appears in the actor command window to x. If you are
 *   using the <Command Text: x> notetag, this will apply to both Attack and
 *   Guard names.


---

Hey Yanfly, thanks a lot for taking the time to make these plugins, they're a godsend!


I do have a couple questions about the Buffs and States Core Plugin. What I'm specifically trying to do is create buffs and debuffs that stack at custom rates, with different stack caps. I do know your plugin has a codestring I can edit that alters the effect when a buff has more than one stack, but I have multiple types of buffs and I don't want all of them to stack at the same rate. That said, I didn't see anything in Lunatic Mode about altering the the max stacks of a buff (maybe I missed it?) or how to alter the stacking rate. For example:


Elemental Damage Debuffs: I want skills that deal elemental damage to stack a debuff that increases the amount of damage that target suffers from that same element, so let's say I give the state a base "Fire Damage" rate of 110%. I want this skill to go up by 10% for a total of 120% at 2 stacks, etc. capping out at 5 stacks for 150%.


I also have a passive healing buff that adds HRGN +10%, but I want this buff to only add 5% per stack and cap at 3 stacks for 20%. Would I need to make a conditional plugin to achieve this?


I'm not sure what you're asking here. When you say "buffs" and "debuffs", I believe you're substituting them for the word "states" because buffs/debuffs in RPG Maker are way different than states. States do not have stacking properties. Only buffs and debuffs do. If you're looking for state stacking, you'll have to look towards other plugins since mine doesn't have that functionality. :/
 

kovak

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Well, wile using the selection control and swiching from enemies to allies on my test and using MOG_BattleCursor i got this bug, the spell was working properly though.
 

 
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