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gRaViJa

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Small question about YEP.56 Limited Skill Uses: with the notetag <Skill x Use Max: +y> we can change the max number we can use a skill. But this is trough notetags eg when a certain piece of equipment is equipped, an item is used... But is it also possible to increase the max amount of uses through a script call or plugin command? I want to make an evented menu where the player can buy increased maxed uses of skills.
 
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Punamaagi

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So there's no way to make a state that is removed at the same time that the barrier is destroyed?
It is with the help of Buff & States Core and a notetag along the lines of this:


<Custom React Effect>
var barrier = target.barrierPoints();
if (barrier === 0) {
target.removeState(z);
}
</Custom React Effect>


Do note that this is not Yanfly's own code but something I made up, so if you encounter any problems, make a post in the JS/Plugin Support subforum or send me a PM. Better not to give Yanfly needless trouble.  :)


Sorry for derailing the thread; I'll be looking forward to the 100th plugin (and all the other future updates as well, of course)!
 

Yanfly

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Small question about YEP.56 Limited Skill Uses: with the notetag <Skill x Use Max: +y> we can change the max number we can use a skill. But this is trough notetags eg when a certain piece of equipment is equipped, an item is used... But is it also possible to increase the max amount of uses through a script call or plugin command? I want to make an evented menu where the player can buy increased maxed uses of skills.


There are no plugin commands currently that increase it, but it is still possible. It would have to be through Lunatic Mode to do so. Namely, using this notetag:


 *   <Custom Skill name Use Max>
 *    value += user.level;
 *   </Custom Skill name Use Max>
 

Mcleavestein

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Hi Yanfly! I love your plugins.


I'm not sure if this is working as intended or if it is a bug. I am using your YEP_X_BattleSysATB and YEP_BuffsStatesCore in conjunction with your core engine and battle core. For some reason when I am using both ATB and Buff States Core, states that use the "Cannot Move" restriction lose one turn to their duration every time the enemy takes damage.  For example, I have a Trip ability that knocks the enemy prone, and prevents them from acting for 2 rounds. If I then attack the enemy, the turn counter for the state goes down to 1, and if I hit it again, the state disappears. This only seems to happen when using "Cannot Move" and when ATB and Buff States are BOTH turned on. States seem to react normally otherwise.


Any help would be much appreciated.


Thanks!


PS, I updated all my plugins, and turned off all of them except for YEPcore, Battle Core, ATB, and Buff states.


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!
UPDATE: I downloaded the newest plugins and created a new project. The issue still happened, HOWEVER, when I downloaded Tick vbased Regen and installed it, it seems to work correctly for some reason. I have no clue why. It just means that I have to use timed states instead of turn states, which is fine. If you need anymore information from me, let me know. Thanks so much for your hard work!
 

Voldimore

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Dear Yanfly,


Is there a way for me to extend the duration of a state when reapplying?


For example:


StateA usually lasts for 3 turns, but when i reapply the state, its duration is extended to 4 turns.


This would allow me to rebuff my states efficiently without having them extend to ridiculous durations using the


<Reapply Add Turns> tag.


Best regards,


Jakob
 
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Yanfly

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Plugin #100!!! Save Core


Features and How to Use










This plugin provides a new save interface for the player. Along with a new interface, the player can also load and delete saves straight from the menu itself. This will in turn make the save command from the Main Menu always available, but the save option within the new save menu will be enabled depending on whether or not it is allowed or disallowed. From the interface, the player is given more information regarding the save file including the the location the player saved at, the amount of gold available, and any variables that you want to show the player as well.


You can grab the plugin here:
Yanfly.moe: http://yanfly.moe/2016/05/13/yep-100-save-core/
 

NeoPGX

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Plugin #100!!! Save Core


Features and How to Use










This plugin provides a new save interface for the player. Along with a new interface, the player can also load and delete saves straight from the menu itself. This will in turn make the save command from the Main Menu always available, but the save option within the new save menu will be enabled depending on whether or not it is allowed or disallowed. From the interface, the player is given more information regarding the save file including the the location the player saved at, the amount of gold available, and any variables that you want to show the player as well.


You can grab the plugin here:
Yanfly.moe: http://yanfly.moe/2016/05/13/yep-100-save-core/


#1: This is exactly the kind of plugin I've been wanting for a while for it's features and the number of saves (which I assume goes up to 99) It's like Tales of Symphonai's system which I love. I am a big fan of ToS and ToZ.

#2: Congratulations on reaching 100 plugins! Quite the milestone in such a short time, Now I wanna see you hit 200! :D
 

BloodletterQ

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Happy 100. You far from failed to impress, instead it was something we wanted that wasn't even on a poll. Here's to many more. Keep up the outstanding work.


Also, it's pretty neat how it automatically sorts party members if you're going for an abnormal party count (five members in my case. I didn't expect that to happen.)
 
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*blows party horn* Congrats on your 100th plugin!!! :D  


Now go take a rest for awhile. I think you deserve a break, and your health is important!
 

Cerileyn

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This might be a bug.  I turned off all my plugins, except the YEP_EngineCore and the YEP_SaveCore.


I set the "Party Display" Parameter in the plugin to 1.


I can save a file just fine, but the moment it tries to load the save data in the information window, or if I try to load a saved game, I get an error message:


errormessage.png


Setting it to 2 or 3 works just fine.
 
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Taemien

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With the Save Core plugin is there a way to show the date of the save file?
 

Saneterre

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I'm so happy about this new save plugin. It means we will get new game+ in the near future, right ? I've been waiting for this one.
 

Crimson Dragon Inc.

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hmm i know this has been asked before but i cant seem to find in last 8 pages......but with you equip skill plug in is it possible to make some passive active when not equiped?
 

abishaigames1

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Sorry if this is the wrong place to ask this question. I am using your Event Chase Player plugin. It works great. My only question is this: is there a way for the Event Chase Player to recognize or be triggered by a follower? For example, if I use "this._chaseRange = 4" the event chases the player if the player is within 4. However, if a follower is within 4, but the player is not, the event won't chase anyone. 
 

Hikitsune-Red

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Plugin Name: YEP_SaveCore


Bug Explanation: The Plug-In does not save/load correctly when "Party Display" is set to 1 (Characters)


Error Report:

Code:
RangeError: Maximum call stack size exceeded
    at encodeURIComponent (native)
    at Function.ImageManager.loadBitmap (file:///C:/Users/j-pet/Documents/Games/TestZone/js/rpg_managers.js:848:29)
    at Function.ImageManager.loadCharacter (file:///C:/Users/j-pet/Documents/Games/TestZone/js/rpg_managers.js:807:17)
    at Window_SaveInfo.drawCharacter (file:///C:/Users/j-pet/Documents/Games/TestZone/js/plugins/YEP_SaveCore.js:801:31)
    at Window_SaveInfo.drawCharacter (file:///C:/Users/j-pet/Documents/Games/TestZone/js/plugins/YEP_SaveCore.js:805:45)
    at Window_SaveInfo.drawCharacter (file:///C:/Users/j-pet/Documents/Games/TestZone/js/plugins/YEP_SaveCore.js:805:45)
    at Window_SaveInfo.drawCharacter (file:///C:/Users/j-pet/Documents/Games/TestZone/js/plugins/YEP_SaveCore.js:805:45)
    at Window_SaveInfo.drawCharacter (file:///C:/Users/j-pet/Documents/Games/TestZone/js/plugins/YEP_SaveCore.js:805:45)
    at Window_SaveInfo.drawCharacter (file:///C:/Users/j-pet/Documents/Games/TestZone/js/plugins/YEP_SaveCore.js:805:45)
    at Window_SaveInfo.drawCharacter (file:///C:/Users/j-pet/Documents/Games/TestZone/js/plugins/YEP_SaveCore.js:805:45)

    rpg_managers.js:1722 SceneManager.catchException
Exact Steps on How to Replicate Bug: Simply attempt to save a game, or open the load screen with a save that it crashed on saving, with the Party Display param set to 1


Sample Project: SaveCore_Bug.zip


@Cerileyn Please respect Yanfly's wishes of the new Bug Reporting method, Yanfly would appreciate all bugs to now be reported like above.
 

Hikitsune-Red

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Sorry if this is the wrong place to ask this question. I am using your Event Chase Player plugin. It works great. My only question is this: is there a way for the Event Chase Player to recognize or be triggered by a follower? For example, if I use "this._chaseRange = 4" the event chases the player if the player is within 4. However, if a follower is within 4, but the player is not, the event won't chase anyone. 
Since it is not on the website, or in the Plug-In help, the answer is no. At least, at present, anyway...


Yanfly would appreciate this thread being used for Bug Reports, so the place to ask questions based on functionality is here. For requests, please post over here.
 
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