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Yanfly

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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


From the front page:


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. That said, any modifications you've made to the plugins itself, any custom Lunatic Mode code you've made yourself that isn't provided by me, or problems with the source code will not be supported by me either.


---

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.


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.


---

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?


Thanks, I'll get it updated.


---

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


If you're talking about the plugin parameters, it doesn't support multiple numbers.
 

mashpotato

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Thanks so much, i realised your help file mentions about map notes which has helped me sort my problem.
 

NickCreator

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Hey Yanfly! Love your plugins been using them since launch of MV. Unfortunately I have a small road block. Victors "Throw able objects ver 1.01" is not compatible with your "Battle Engine Core ver 1.35b" Im developing a big project and would like to request/beg if you have any spare time to create a compatibility patch of some sort so that the throw able objects works. Victor will not create a patch himself. Thank you so much!


Note: Tested all my plugins and everything, throw able objects works fine when battle engine core is off
 
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blurymind

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@Yanfly For the stealth plugin - how do you enable stealth mode? I copy the code word by word and nothing happens. Also how do you turn the lights on and off and make it a condition in the stealth mechanic? Does anyone have an example file where we can look at how it is set up?


How do you trigger a self switch whenever an event sees the player?
 
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BloodletterQ

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Sorry to be a pain but I am wondering if you have plans to make skills that don't have to be equipped or one of the types of skill tiers an option. If not, then how do I make skills that are automatically equipped?
 
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Yanfly

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Hey Yanfly! Love your plugins been using them since launch of MV. Unfortunately I have a small road block. Victors "Throw able objects ver 1.01" is not compatible with your "Battle Engine Core ver 1.35b" Im developing a big project and would like to request/beg if you have any spare time to create a compatibility patch of some sort so that the throw able objects works. Victor will not create a patch himself. Thank you so much!


Note: Tested all my plugins and everything, throw able objects works fine when battle engine core is off


I'm sorry, but I don't do compatibility patches. From the front page:


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. That said, any modifications you've made to the plugins itself, any custom Lunatic Mode code you've made yourself that isn't provided by me, or problems with the source code will not be supported by me either.


If you want a compatibility patch made, you'll have to ask Victor or make a request in the plugin request forum, not here:


http://forums.rpgmakerweb.com/index.php?/forum/135-js-plugin-releases-rmmv/


---

@Yanfly For the stealth plugin - how do you enable stealth mode? I copy the code word by word and nothing happens. Also how do you turn the lights on and off and make it a condition in the stealth mechanic? Does anyone have an example file where we can look at how it is set up?


How do you trigger a self switch whenever an event sees the player?


The instructions are all there in the video and help file. I suggest watching and reading it carefully.
 

kreedves

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You are awesome Yanfly! Love your work!


guys i made a there icon sets:


basicset.pngaccess_set.png


I also post an icon set in the gallery: 




Which uses yanfly Icon set and the two sets the i made. Also i included 5 extra rows just incase you wanted to add more icons.


Keep in mind that i used yanflys icon generator to get these icon, i copied pasted them and edited them with gimp, but nevertheless most of the credit should go to yanfly, you can credit me if you wish. o but like the term for the generator, and sense this uses Vx/VxAce and MV icon, be sure to have both the MV and Vx/VxAce lincese before using these. 


Also yanfly it'd be an honor if you included the set i posted in the gallery to your site, you don't have to mind you!


O i mentioned it before i would really like it if i could use the "Floating" notetag for Actors, i have a ghost charatar and i want to give her the floating effect, also i'm thiking of a "levetate" ability giving other actors the floating effect and this will make them immune to ground based attacks.
 

blurymind

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@Yanfly How do we check what state the guard is in (patrooling, chasing, returning..) Lets say that I want my guard's patrooling speed to be slow, and his chasing speed to be fast.


You do have one for setting speed, but how do we check the guard's state if we want other events to happen?


How do we go about doing that? I need some sort of a conditional check to see if the guard is in alert mode.


Lets say I want him to pause for a bit when he sees you, and then start chasing you.


Also is there a way to adjust the guard's sight distance? 


That is not mentioned in the documentation or the video of the plugin. can you provide us with a hint at least :)
 
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dragon3025

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Nevermind, it's working. I had a line missing from your script some how.
 
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Chaos17

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@Yanfly How do we check what state the guard is in (patrooling, chasing, returning..) Lets say that I want my guard's patrooling speed to be slow, and his chasing speed to be fast.


You do have one for setting speed, but how do we check the guard's state if we want other events to happen?


How do we go about doing that? I need some sort of a conditional check to see if the guard is in alert mode.


Lets say I want him to pause for a bit when he sees you, and then start chasing you.


Also is there a way to adjust the guard's sight distance? 


That is not mentioned in the documentation or the video of the plugin. can you provide us with a hint at least :)
This is related to event programing, imo.


So go ask your question over there > http://forums.rpgmakerweb.com/index.php?/forum/129-rpg-maker-mv/
 

Ras101

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Hi Yanfly, it seems the Row Formation plugin is ignoring the Home Y Position parameter in Battle Engine Core. I was using thisparameter to space out my actors in battle (sideview), but Row Formation clumps them right back together again.


Tested on a fresh project with only those two plugins.


EDIT: Taking a look at the parameters for Row Formation again. Do the rows individually have their own "home" Y position as well? I will try to experiment and see if I can get the same effect from modifying the parameters.
 
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Daemien

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Is it just me with the Counter Control Plugin? If I set the default counter to 0 within the plugin, it seems to ignore the default condition of "Physical" as well as ignoring that I set Evade Counter to "false"

I turned off all non-Yanfly plugins, checked the order, and updated everything and this still happens.
 

Yanfly

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Common Event Menu >> Common Event Menu Setup Pack 1


Features and How to Use










For those using the Common Event Menu and are rearranging windows around, you may have realized that it can take quite a bit of work to do. This extension plugin contains various setups that come easy for you to make quick menu setups for.


You can grab the plugin here:
Plugin download and Instructions: http://yanfly.moe/2016/05/08/yep-99-common-event-menu-setup-pack-1/ 
 

Yanfly

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Is it just me with the Counter Control Plugin? If I set the default counter to 0 within the plugin, it seems to ignore the default condition of "Physical" as well as ignoring that I set Evade Counter to "false"

I turned off all non-Yanfly plugins, checked the order, and updated everything and this still happens.


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!


---

Hi Yanfly, it seems the Row Formation plugin is ignoring the Home Y Position parameter in Battle Engine Core. I was using thisparameter to space out my actors in battle (sideview), but Row Formation clumps them right back together again.


Tested on a fresh project with only those two plugins.


The Row Formation overwrites the Battle Engine Core positions so that you can define each row position individually. This is intentional.
 
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darkslasher21

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Do you have all the plugins updated? Because the animation dissonance should already have been fixed a long time ago
Yes everything is up to date.


And my rod of ages does not work. It does not charge and the user does not gain stats.


Aaaand hestia knife does not work too it only gives 0 atk. custom parameters does not work.


HESTIA KNIFE


<Custom Parameters>


atk = user.paramBase(2) * 0.10 + user.level;


</Custom Parameters>


What does that (2) mean ?
 
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sirgames

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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!


---


Go into the Absorption Barrier settings, look at the animations. Change them to an animation that exists.
Here https://mega.nz/#fm/RYR1EbJB
 
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