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Lilian

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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.




3 things I did try it with corrected notetag but misspelled it here .... still tryed it again .... still sameproblem.


<Custom Passive Condition>


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


condition = true;


} else {


condition = false;


}


</Custom Passive Condition>


<Passive State: 500>


still the same


and second 


<Passive Condition: HP Below 75%>


<Passive State: 500>


was spelled right.


3 still the same 


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


so i am a littel confused.
 

InsanePridee

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Hi


I need some help with the Buffs and States plugin. I got this problemo. :p


when an actor kills an enemy my game crashes. I have included pics of my problem. My plugins are all in order like yanfly states on her site.


When I turn the Buffs and States plugin off, all works fine?


thanks

Capture.PNG

Capture1.PNG
 

Hikitsune-Red

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3 things I did try it with corrected notetag but misspelled it here .... still tryed it again .... still sameproblem.


<Custom Passive Condition>


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


condition = true;


} else {


condition = false;


}


</Custom Passive Condition>


<Passive State: 500>


still the same


and second 


<Passive Condition: HP Below 75%>


<Passive State: 500>


was spelled right.


3 still the same 


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


so i am a littel confused.
Where are you placing the Notetags at? Are you placing them in the right boxes, because I just tested a Below 75% class change in a fresh file, and it worked.


Make sure the Passive Condition Notetag is in the State's Notebox and the Passive State Notetag is in the Class' Notebox.
 

Lilian

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Where are you placing the Notetags at? Are you placing them in the right boxes, because I just tested a Below 75% class change in a fresh file, and it worked.


Make sure the Passive Condition Notetag is in the State's Notebox and the Passive State Notetag is in the Class' Notebox.
Arg i am stuipid thanks .... i miss read it and thougth both are in the same notetag ............


now it works .......


thanks ..... and sorry for the problem i may have caused.
 
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Roderick

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Using a combination of the ATB and Action Sequence plugins, I'm trying to create an attack that does an animation as soon as I select it, waits through the charge time, and then plays the remainder of the animation/effects. However, <setup action> triggers after the charge meter fills, and as I understand it, it's the first <x action> that triggers.


Is there an action notetag that runs on selection of the ability, before charging? If not, is there any chance of adding one?
 

dragon3025

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Plugin Name: YEP_X_PartyLimitGauge


Error Message: $gameparty is not defined


How to Replicate Bug: In an event, used the plugin command: 

Code:
SetPartyLimitGaugeValue 400
 

forteller

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Ok so im using Buffs and states core and trying to use the apply note-tag to tell the player what the states does, like if the player become blinded it would show a message that says "Actor name is Blinded and their Hit Chance is reduced by 60%" i thought i could use user._name or target._name but both return undefined is there a way to do this?
 

Hikitsune-Red

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Ok so im using Buffs and states core and trying to use the apply note-tag to tell the player what the states does, like if the player become blinded it would show a message that says "Actor name is Blinded and their Hit Chance is reduced by 60%" i thought i could use user._name or target._name but both return undefined is there a way to do this?
Try using user.name()
 

Yanfly

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Sorry, everybody. I was out of town until I just got back a few hours ago.


---

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.


1. It isn't. When an event is running, even if it's a regular event not done by a plugin, the actor is locked.


2. Nope.


---

Using a combination of the ATB and Action Sequence plugins, I'm trying to create an attack that does an animation as soon as I select it, waits through the charge time, and then plays the remainder of the animation/effects. However, <setup action> triggers after the charge meter fills, and as I understand it, it's the first <x action> that triggers.


Is there an action notetag that runs on selection of the ability, before charging? If not, is there any chance of adding one?


Unfortunately there's no notetag that prompts an animation while it's charging.
 

Yanfly

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Plugin Name: YEP_X_PartyLimitGauge


Error Message: $gameparty is not defined


How to Replicate Bug: In an event, used the plugin command: 



SetPartyLimitGaugeValue 400


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

Eirei

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Hi yanfly,i'm new to your plugin.


when i use row formation plugin, then i change the row/formation in battle. the enemy seems to go back to their original position.


i assume this is because when i change row/formation, the plugins refresh the battle formation for both enemy and allies.


is there a way to separate it so the enemy doesnt move?
 

hadecynn

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@Yanfly


Might be a bug. I'm running the latest versions of both Battle Core and Action Sequence Pack 1. I am making a skill that expends all MP, but has additional effects (15% MP recovery) depending on whether the caster's MP is above a certain threshold before using the spell. My method was to use a conditional statement in <setup action> to check for the caster's current MP. However, even though the help file states that <setup action> takes place before skill costs are expended, that doesn't seem to be the case. To further confirm this, I put a "wait: 300" in the first line of the <setup action> code, and when I run it in battle, I see that the MP has already been expended while the wait happens, implying that the <setup action> is taking place AFTER the skill cost.


Let me know if you need a demo to verify this. Here's the exact code I'm using:


<setup action>


   wait: 300                                       < for visually verifying whether the skill cost has already taken place


   if (user.mp >= user.mmp*0.6)


      add state 78: user


</setup action>


                                                         < theoretically this is where the MP cost should actually occur


<follow action>


   if user.isStateAffected(78)


      MP +15%: user


</follow action>
 
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Roderick

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@Yanfly


Might be a bug. I'm running the latest versions of both Battle Core and Action Sequence Pack 1. I am making a skill that expends all MP, but has additional effects (15% MP recovery) depending on whether the caster's MP is above a certain threshold before using the spell. My method was to use a conditional statement in <setup action> to check for the caster's current MP. However, even though the help file states that <setup action> takes place before skill costs are expended, that doesn't seem to be the case. To further confirm this, I put a "wait: 300" in the first line of the <setup action> code, and when I run it in battle, I see that the MP has already been expended while the wait happens, implying that the <setup action> is taking place AFTER the skill cost.


Let me know if you need a demo to verify this. Here's the exact code I'm using:


<setup action>


   wait: 300                                       < for visually verifying whether the skill cost has already taken place


   if (user.mp >= user.mmp*0.6)


      add state 78: user


</setup action>


                                                         < theoretically this is where the MP cost should actually occur


<follow action>


   if user.isStateAffected(78)


      MP +15%: user


</follow action>
I can't remember exactly what I did, and I don't have access to my projects right now, but I set up something similar.


You will need  http://yanfly.moe/2015/10/13/yep-8-skill-core/]the Skill Core[/url] to make this work.


Set the cost to 0. Use <Cost Display Eval> to make it display "100% MP" or something similar for cost.


Then, near the beginning of execution, subtract user.mmp from user.mp - this will subtract their max MP from their current, but not below 0, guaranteeing that they're at 0 before the rest runs.


As to why <setup action> is happening after the cost is paid when the help file says it should be before, I don't know if that's a bug, or a typo.
 

hagen843

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Hiho. I've got a question regarding the YEP PartySystem. Is there any possibility, to turn on a switch or something for a certain actor, that' is in the active group? And then I want automatically turn the switch off, when he's not in the battle party anymore. Any advice?
 

sirgames

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Try installing the Selection Control extension plugin. It works fine with that installed.
i Tried with selection control but now <Ignore Physical Taunt> <Ignore Magical Taunt> <Ignore Certain Taunt> <Bypass Taunt> stopped working instead (all skills can't ignore taunt)


https://mega.nz/#!1MozGK7L!oObkpKzVEQiIHkYrNYIkTYjUX2Tbpv5t8SHXgJ7K_uY
 
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Yanfly

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@Yanfly


Might be a bug. I'm running the latest versions of both Battle Core and Action Sequence Pack 1. I am making a skill that expends all MP, but has additional effects (15% MP recovery) depending on whether the caster's MP is above a certain threshold before using the spell. My method was to use a conditional statement in <setup action> to check for the caster's current MP. However, even though the help file states that <setup action> takes place before skill costs are expended, that doesn't seem to be the case. To further confirm this, I put a "wait: 300" in the first line of the <setup action> code, and when I run it in battle, I see that the MP has already been expended while the wait happens, implying that the <setup action> is taking place AFTER the skill cost.


Let me know if you need a demo to verify this. Here's the exact code I'm using:


<setup action>


   wait: 300                                       < for visually verifying whether the skill cost has already taken place


   if (user.mp >= user.mmp*0.6)


      add state 78: user


</setup action>


                                                         < theoretically this is where the MP cost should actually occur


<follow action>


   if user.isStateAffected(78)


      MP +15%: user


</follow action>


Action Sequence Help goes here: 






---

Hiho. I've got a question regarding the YEP PartySystem. Is there any possibility, to turn on a switch or something for a certain actor, that' is in the active group? And then I want automatically turn the switch off, when he's not in the battle party anymore. Any advice?


Eventing questions go here:


http://forums.rpgmakerweb.com/index.php?/forum/129-rpg-maker-mv/


---

i Tried with selection control but now <Ignore Physical Taunt> <Ignore Magical Taunt> <Ignore Certain Taunt> <Bypass Taunt> stopped working instead (all skills can't ignore taunt)


https://mega.nz/#!1MozGK7L!oObkpKzVEQiIHkYrNYIkTYjUX2Tbpv5t8SHXgJ7K_uY


Please be patient! I answered your previous comment and I haven't made an update on this matter yet.
 

kovak

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I'm trying to use the 'actor.equipSkill(id, slot)' from Equip Battle Skill on a script call from an paralel event and all i get is an error saying "it's not defined".
Could you show me an example of how to do it plz? I'm gettin nuts :<

Thx for your attention.
 

darkslasher21

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Still same problem Yanfly


Hestia knife, Mejai's Soulstealer and Rod of Ages does not work for me am i doing something wrong ? 


I didn't need to show all weapon notes cause i didnt add or delete anything and i copied and pasted your notes from yanfly.moe


Please help me this time :/ .

Ads3ız.png

Adsı2z.png

Ad2sız.png
 

Aurawhisperer

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Taunt doesn't seem to work for me. I followed the steps in your video, and try putting under enemy tags <Certain Taunt> <Physical Taunt> and <Magical Taunt>, but it still enables me to choose the boss, which shouldn't happen nor do I want to.
 

zerobeat032

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I'm having issues with the sprite_StateIcon... i think i have another plugin that messes with this. It's as if the Buffs and States core is being doubled by another plugin maybe? I'm not sure what's going on here. 

Jack.png
 
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