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taraos1144

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Dearest Yanfly,


For some reason.. I cannot seem to get Attachable Augments to inflict states.  Here is my item note tag for the Augment:  


<Augment: Sigil>


Add Attack Element: Fire


Add Attack State: 14


Change Suffix: of Fire


</Augment: Sigil>


Everything works as expected minus the state.  I even tried adding the effect to a passive state and no luck.  I was not able to get it to work when putting in a percentage (100% for testing purposes) either.  


Thoughts?  


Thank you in advance!
 

Crimson Dragon Inc.

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Dearest Yanfly,


For some reason.. I cannot seem to get Attachable Augments to inflict states.  Here is my item note tag for the Augment:  


<Augment: Sigil>


Add Attack Element: Fire


Add Attack State: 14


Change Suffix: of Fire


</Augment: Sigil>


Everything works as expected minus the state.  I even tried adding the effect to a passive state and no luck.  I was not able to get it to work when putting in a percentage (100% for testing purposes) either.  


Thoughts?  


Thank you in advance!




change attack state to add state and change add attack element to add element and change fire to the id for fire and state to the id of the state you want (i'm assuming you want state 14)
 

Hikitsune-Red

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That is incorrect @Crimson Dragon Inc. the code @taraos1144 used is correct, and I just tested the plug-in myself using the same setup as stated with exception of using the Poison state instead, so I know it is working.

Dearest Yanfly,


For some reason.. I cannot seem to get Attachable Augments to inflict states.  Here is my item note tag for the Augment:  


<Augment: Sigil>


Add Attack Element: Fire


Add Attack State: 14


Change Suffix: of Fire


</Augment: Sigil>


Everything works as expected minus the state.  I even tried adding the effect to a passive state and no luck.  I was not able to get it to work when putting in a percentage (100% for testing purposes) either.  


Thoughts?  


Thank you in advance!


The 100% isn't necessary (I know, it was only for testing), have you checked to make sure that your state itself is set up properly?


If it is, and it still isn't working, double check that you have the most up-to-date version of the Plug-Ins, as well as checking that you're not using other Plug-Ins that may be interfering.


Also consider referring the order of your Plug-Ins to the way the list is ordered on the OP for best optimization.


If the problem persists, try creating a NEW, CLEAN project with the same Augment, Weapon, and State, using just the Item Core Plug-In and Augment Plug-In, and ensure that no problems appear that way.
 

romepizza

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You sure can!


Using Yanfly's Damage Core Plug-In you can set the damage formula via code, this allows you to use the game's variables as parts of the equation.


As an example, creating a new skill with



<damage formula>
value = user.atk * 4 - target.def * 2;
value += $gameVariables.value(1);
</damage formula>


in the notebox will override the damage formula, the first line is just a reapplied version of the basic attack formula.


In the second line, we cause the value of the damage to be directly increased by whatever the value of Game Variable 1 is. You can use that "$gameVariables.value" function wherever to achieve that effect.


Then simply use the Replace Attack command to make that skill the new 'Attack' function.


EDIT:


It just occurred to me that I'm overthinking the situation here.


You're capable of doing this even with the normal damage formula setter in the Editor.


Simply use the "$gameVariables.value" function there, and it will work the same.


Nice that works perfectly fine.


But that leads to a problem i can't find a solution to yet. If I see it correctly the idea is to make a specific attack skill for each actor and add the &gameVariables.value(x) to the damage formular. So if I had 20 different actors to switch between in my game, I would need 20 different attack skills, aswell as 20 different variables, correct?


The thing is, that I don't only have a "kunaiSkill" to influence the damage dealt by kunais, but also something like "katanaSkill" and about 10 other weapon types. So now I would need 20 x 12 = 240 different variables and skills to make it run this way. Hornestly, I don't have a problem doing this, but it might get messy by the time ^^.


So, is there a way to ... like implement additional character parameter, other than the few set by default such as "atk". This way I could just make one skill for each different weapon type and add something like "...+a.kun..." (a.kun = kunaiSkill of the attacker) to the damage formular for each skill. I then would give each character (in the actor- or class section) the values of kunaiSkill and katanaSkill and so on.


Hope you got the idea and are willing to help :D


Ps.: is this the correct board to ask something like this?
 

sirgames

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I think i found a bug (if it's a bug?) in the TargetCore (1.01) script with taunt(1.01) and row formation(1.09),


first enemy row (shield icon) has magical and physical taunt, using a single target skill it works:





using a skill with the <Target: Enemy Row> it bypass taunt   ;_;  :





Thoughts? (sorry for my english)
 
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Yanfly

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Common Event Menu


Features and How to Use












The Common Event Menu allows you to create your own custom menu setups. When using it, you can list whatever common events you so wish and generate a menu that when selecting the menu command, it will run the common event. This common event menu setup allows you to utilize a help window, a picture window, and a subtext window to allow for your own personal touch when using the common event window.


Plugin Download and Instructions: http://yanfly.moe/2016/05/06/yep-98-common-event-menu-rpg-maker-mv/
 

Yanfly

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Dearest Yanfly,


For some reason.. I cannot seem to get Attachable Augments to inflict states.  Here is my item note tag for the Augment:  


<Augment: Sigil>


Add Attack Element: Fire


Add Attack State: 14


Change Suffix: of Fire


</Augment: Sigil>


Everything works as expected minus the state.  I even tried adding the effect to a passive state and no luck.  I was not able to get it to work when putting in a percentage (100% for testing purposes) either.  


Thoughts?  


Thank you in advance!


Thanks for the catch. I'll get this fixed.


---

I think i found a bug (if it's a bug?) in the TargetCore (1.01) script with taunt(1.01) and row formation(1.09),


first enemy row (shield icon) has magical and physical taunt, using a single target skill it works:





using a skill with the <Target: Enemy Row> it bypass taunt   ;_;  :





Thoughts? (sorry for my english)


I'm having no problems with this. Please go through all of these steps:


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.
 

BloodletterQ

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This new plugin is very versatile. So do you suppose a quest log could be made with the use of the Lunatic features?
 

Ice Dragon

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From the Tip & Tricks(Toxic Pokemon). When I use the Toxic Skill the target become immortal. His HP bar do not go down at all when I hit him with all my skills and attacks. When I check him with the scout skill it shows me his HP like that:  NaN/200 instead of 200/200 which is the normal. I have the last update of BuffsStatesCore.
 

sirgames

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Thanks for the catch. I'll get this fixed.


---


I'm having no problems with this. Please go through all of these steps:


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.
i Redownload all the plugins and started a new Project:





the skill:





enemies:








same problem, i shouldn't be able to target 2nd row with a <Target: Enemy Row> skill because of "taunting slime":





(taunt works with single target attacks/skills so it's not a taunt problem)
 
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SirJhosep

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Hi there, I really love using Yanfly's plugins, but I'm having some troubles with the "YEP_AbsorptionBarrier", help me please.


In battle, when my character use a barrier and then an enemy attack that character, the game crashes and a message appear "TypeError Cannot read property 'position´of undefined"


Error Message in the console:


TypeError: Cannot read property 'position' of undefined
    at Sprite_Actor.Sprite_Battler.setupAnimation (file:///C:/Users/jjley/Documents/Games/Legendary%20Codex/js/rpg_sprites.js:578:30)
    at Sprite_Actor.Sprite_Battler.updateAnimation (file:///C:/Users/jjley/Documents/Games/Legendary%20Codex/js/rpg_sprites.js:542:10)
    at Sprite_Actor.Sprite_Battler.update (file:///C:/Users/jjley/Documents/Games/Legendary%20Codex/js/rpg_sprites.js:494:14)
    at Sprite_Actor.Sprite_Battler.update (file:///C:/Users/jjley/Documents/Games/Legendary%20Codex/js/plugins/YEP_BattleEngineCore.js:2470:38)
    at Sprite_Actor.Sprite_Battler.update (file:///C:/Users/jjley/Documents/Games/Legendary%20Codex/js/plugins/YEP_X_ActSeqPack2.js:1093:39)
    at Sprite_Actor.Sprite_Battler.update (file:///C:/Users/jjley/Documents/Games/Legendary%20Codex/js/plugins/YEP_X_VisualHpGauge.js:408:38)
    at Sprite_Actor.update (file:///C:/Users/jjley/Documents/Games/Legendary%20Codex/js/rpg_sprites.js:736:37)
    at file:///C:/Users/jjley/Documents/Games/Legendary%20Codex/js/rpg_core.js:3290:19
    at Array.forEach (native)
    at Sprite.update (file:///C:/Users/jjley/Documents/Games/Legendary%20Codex/js/rpg_core.js:3288:19)
 

BloodletterQ

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This is actually my fault. I mislabeled it in the instructions.


Place this inside of the skill notetag:


<Limit Uses: 1>


Place this inside of an actor, class, enemy, weapon, armor, or state notetag. Replace x with the name or ID of the skill:


<Custom Skill x Use Max>
value += user.level;
</Custom Skill x Use Max>
I saw this in another topic and I have some questions.

  • I tried making it equal to user.mdf/3 and I'm not getting a whole number. What do I have to do to make it round to the nearest whole?
  • In addition to the above, I am trying to make a Final Fantasy I/III type of MP and was wondering if there was a way for skills to share the same amount of use.
  • Likewise, I'd have to insert every individual skill's formula into either the classes or actors. Is there a quicker method that I'm missing?
 
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Crimson Dragon Inc.

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I saw this in another topic and I have some questions.

  • I tried making it equal to user.mdf/3 and I'm not getting a whole number. What do I have to do to make it round to the nearest whole?
  • In addition to the above, I am trying to make a Final Fantasy I/III type of MP and was wondering if there was a way for skills to share the same amount of use.
  • Likewise, I'd have to insert every individual skill's formula into either the classes or actors. Is there a quicker method that I'm missing?




make it floor(MDF/3) and that should round it to the lowest closest whole number, or change to ceiling(MDF/3) to get the highest closest whole number


aka floor rounds down and ceiling rounds up
 

BloodletterQ

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make it floor(MDF/3) and that should round it to the lowest closest whole number, or change to ceiling(MDF/3) to get the highest closest whole number


aka floor rounds down and ceiling rounds up
value += Math.floor(user.mdf/3);


Is the correct one for those also wondering. Thanks.


I tried it within the classes and it doesn't work.


I'm just going to ask if there's going to be a function for skills that don't need to be equipped as well.
 
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GammaVD

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I'm trying to make a skill that has splash damage, here's what I have so far


<damage formula>


  //POW = D6


  var POW = Math.floor((Math.random() * 6) + 1);


  value = ((POW*user.mat*2+user.atk)*user.mat)/(target.def+target.mat)


  if(target !== targets[0]) {


    value = value/3;


  }


</damage formula>


<Custom Target Eval>


  var targetpos;


  for (var i = 0; i < foes.aliveMembers().length; ++i) {


    var member = foes.aliveMembers();


    if (member === target) targetpos = i;


  }


  targets.push(foes.aliveMembers()[targetpos]);


  if(targetpos !== 0) {


    targets.push(foes.aliveMembers()[targetpos-1]);


  }


  if(targetpos !== foes.aliveMembers().length) {


    targets.push(foes.aliveMembers()[targetpos+1]);


  }


</Custom Target Eval>


the only problem is "if(target !== targes[0])" if I don't run this then all three enemies take damage
 
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Mortels

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Hello Yanfly.


I used skill note tag about <HP Cost: x> and <HP Cost: x%> from YEP_SkillCore but it didn't work.


But MP Cost & TP Cost work normally.
 
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Darkstar

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Hey @Yanfly, just an incredibly minor thing to point out, but the "Plugin Updates 167~" article on your website doesn't include the "Common Event Menu" plugin when you choose to download all the plugins.


Also, do you have anything special planned for the 100th plugin?
 
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mashpotato

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Hello  I'm having an issue with region restrictions.


i want an event to be able to pass through more than one region, regions 2 and 6 at the moment.  Works fine for just 2, but if I add 6 the event no longer moves, it won't even move along the 2 region until it meets the 6 region.  I looked in the help file for the plugin and have tried typing       2 6     2 6>     2,6    &   2, 6   in the plugin settings but no combination makes a difference.  


What have i done wrong?


Thanks
 

Yanfly

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i Redownload all the plugins and started a new Project:





the skill:





enemies:








same problem, i shouldn't be able to target 2nd row with a <Target: Enemy Row> skill because of "taunting slime":





(taunt works with single target attacks/skills so it's not a taunt problem)


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!


---

Hi there, I really love using Yanfly's plugins, but I'm having some troubles with the "YEP_AbsorptionBarrier", help me please.


In battle, when my character use a barrier and then an enemy attack that character, the game crashes and a message appear "TypeError Cannot read property 'position´of undefined"


Error Message in the console:


TypeError: Cannot read property 'position' of undefined
    at Sprite_Actor.Sprite_Battler.setupAnimation (file:///C:/Users/jjley/Documents/Games/Legendary%20Codex/js/rpg_sprites.js:578:30)
    at Sprite_Actor.Sprite_Battler.updateAnimation (file:///C:/Users/jjley/Documents/Games/Legendary%20Codex/js/rpg_sprites.js:542:10)
    at Sprite_Actor.Sprite_Battler.update (file:///C:/Users/jjley/Documents/Games/Legendary%20Codex/js/rpg_sprites.js:494:14)
    at Sprite_Actor.Sprite_Battler.update (file:///C:/Users/jjley/Documents/Games/Legendary%20Codex/js/plugins/YEP_BattleEngineCore.js:2470:38)
    at Sprite_Actor.Sprite_Battler.update (file:///C:/Users/jjley/Documents/Games/Legendary%20Codex/js/plugins/YEP_X_ActSeqPack2.js:1093:39)
    at Sprite_Actor.Sprite_Battler.update (file:///C:/Users/jjley/Documents/Games/Legendary%20Codex/js/plugins/YEP_X_VisualHpGauge.js:408:38)
    at Sprite_Actor.update (file:///C:/Users/jjley/Documents/Games/Legendary%20Codex/js/rpg_sprites.js:736:37)
    at file:///C:/Users/jjley/Documents/Games/Legendary%20Codex/js/rpg_core.js:3290:19
    at Array.forEach (native)
    at Sprite.update (file:///C:/Users/jjley/Documents/Games/Legendary%20Codex/js/rpg_core.js:3288:19)


Go into the Absorption Barrier settings, look at the animations. Change them to an animation that exists.
 
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