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romepizza

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No, it's over there > http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/


Because Yanfly do not support codes that she didn't provided herself.
Got it. Tried it and noone could help. That is no problem, if you can tell me one thing: Can I access the position of an actor in my database? Preferably of the actor using the skill? I would then use the actors ID to determine which game variable to use in the damage calculation. So the first actor 001 would return 1, the actor on 002 returns 2 and so on?


I by the way was wondering if I could simulate a an aditional stat system with only Yanfly plugins, but the position of the actor also would already solve my problem.
 

doranikofu

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Hi Yanfly,


Would it be possible to add custom SE notetag for item/skill use in the menu?


Currently the SE for using item/skill is set in the database and it is the same for all item/skill.


Thanks.
 

Crimson Dragon Inc.

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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 ?
(2) is atk.....(0) is hp, (1) is mp, (2) is atk, (3) is def, (4) is mat, (5) is mdf, (6) is agi, and (7) is luck
 

Lilian

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YEP.13 - Auto Passive States


I Have A Class That should use this condition but some how it doenst work.


<Passive Condition: HP Below 75%>


<Passive State: 500>


did try it too with: 


<Costum Passive Condition>


if(user.hp /user.mhp <= 0.75){


condition = true;


}else{


condition = false;


}


</Costum Passive Condition>


<Passive State: 500>


didn't work too.


the moment i change classe with the class plugin (menü) into the other class i instandly get the state will still 100% HP.


first i thougt i may be my plugins.


But i tryed it with a complet fresh Game Project1 8.5.2016 that only hade Core, Classes and auto passive still


Condition will not be used.


don't know if its a bug or if it was intended with classes. 


Or at last if i did some thing wrong.
 

blurymind

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You might say that my questions are eventing questions, but the fact is that nobody on this forum has actually answered the question of how to access a plugin's active variables of a plugin running on an event - use them to trigger another event.
 
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Hikitsune-Red

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NOTE2: As I've stated before in the previous note, I'll only provide support for my own codes that I, myself, have provided. To make this clear, this means strictly the plugins I've made and any code for Lunatic Mode that I, personally, have provided through Tips & Tricks. I am not responsible for any coding errors, coding roadblocks, or code questions that you come across within your own Lunatic Mode code. Unless the Lunatic Mode notetag itself has a bug, you are to ask your questions here.


NOTE3: However, as an exception to NOTE2, this does not mean I am going to explain to you how to use all the various functions inside of my plugins. If a function added by my plugins is not listed in the Help File, it means I do not deem that function to be used for script calls. Therefore, if you choose a function outside of the ones listed in the help files to use in a script call, I am NOT responsible for it not working properly for you. No script call support will be provided for functions not listed within the help file.
@blurymind the place to ask questions not related to bugs in Yanfly's Plug-Ins is not this thread.


This thread is meant for bug reports for Yanfly's own Plug-Ins and code only.


P.S. - I found and answered your question in the Support forum.
 

Yanfly

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The link doesn't take me to your file.


---

YEP.13 - Auto Passive States


I Have A Class That should use this condition but some how it doenst work.


<Passive Condition: HP Below 75%>


<Passive State: 500>


did try it too with: 


<Costum Passive Condition>


if(user.hp /user.mhp <= 0.75){


condition = true;


}else{


condition = false;


}


</Costum Passive Condition>


<Passive State: 500>


didn't work too.


the moment i change classe with the class plugin (menü) into the other class i instandly get the state will still 100% HP.


first i thougt i may be my plugins.


But i tryed it with a complet fresh Game Project1 8.5.2016 that only hade Core, Classes and auto passive still


Condition will not be used.


don't know if its a bug or if it was intended with classes. 


Or at last if i did some thing wrong.


Make sure you spell your notetags right.
 

zerobeat032

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Quick question... is anyone else experiencing any lag of sorts with the Battle Engine Core? I turned it off to test a different plugin, and my battles seem to flow a bit faster... I'm not sure if it's something else on my end when the engine is on, or my computer... and while it's not a huge issue, I was just wondering if anyone else was having a similar issue.
 

sirgames

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blurymind

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@blurymind the place to ask questions not related to bugs in Yanfly's Plug-Ins is not this thread.


This thread is meant for bug reports for Yanfly's own Plug-Ins and code only.


P.S. - I found and answered your question in the Support forum.
it was ineffective :(


any idea why it doesnt work? Is there a way to see these values change in debug mode?
 

jchedges

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Hi Yanfly!


I have two questions about the Common Event Menu.


1. Is it possible to allow the player to move while the common event menu is open?


2. Is there any way to have a parallel event close the common event menu?


Thanks so much. I'm really enjoying this plugin. If I could figure out those two questions, the core mechanic of my game would be functioning perfectly.
 
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Hikitsune-Red

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it was ineffective :(


any idea why it doesnt work? Is there a way to see these values change in debug mode?
It doesn't work because it wasn't designed to work like that.


Again, Yanfly will only aid the parts of code Yanfly has written.
 

Daemien

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I wanted to delete this post.
 
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BloodletterQ

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Sorry to bother, but does anybody know if there's a way to get five party members in the menu?


Edit: Someone inform me if it's even possibly in the code? If not, I'll ask elsewhere.
 
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This might be a very stupid question, but is it possible to have the cost of a skill be my currency? Not like Gil Toss (well, maybe, Drifty already did that tutorial), but like thief-y distraction type thing for a stealth area? I just think it'd be fun.
 

Chaos17

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A reminder for people who might forgot Yanfly rules:

NOTE: I'll only provide support for my own plugins and code that I, myself, have provided
See first post for more details.
 
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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.


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.


Hello! Yanfly..


I am grateful for all the attention you have given to all of us.


I apologize for my stupidity. After I had checked every 2 days ago I finally know where I went wrong.


I spelled wrong code from <HP Cost: x> or <HP Cost: x%> to  <HP Cost; x> or <HP Cost; x%>


OMG!!! I'm spelled with semicolon!!!! I'm sorry. I don't know how to punish myself. hahahaha


I came to tell you that your code is complete and no errors. Thank you.
 
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