[YEP] Yanfly Engine Plugins

Discussion in 'JS Plugin Releases (RMMV)' started by Yanfly, Nov 2, 2015.

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  1. waynee95

    waynee95 Lunatic Coder Veteran

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    I don't know why but when an actor receives damage or is dead a black line appears above the sprite. This only happens when I use YEP_X_AnimatedSVEnemies. I disabled all Non-Yanfly plugins but this still happens.


    Here is a picture that shows the black line.

    1.png
     
    Last edited by a moderator: Oct 15, 2016
  2. Waterguy

    Waterguy Veteran Veteran

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    When that happened to me with an enemy I moved the sheet a pixel up
     
  3. Waterguy

    Waterguy Veteran Veteran

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    Plugin Name: YEP_EquipCore


    Bug Explanation: When an actor dual-wields, it is impossible to unequip the second weapon through the Change Equipment command.


    Exact Steps on How to Replicate Bug: Make actor dual-wield. Make an event try to remove the weapon on the second slot. Check if the weapon is still there.


    Sample Project (REQUIRED): https://www.dropbox.com/s/pu8fxq2xtaosp2i/DequipSecondWeapon.rar?dl=0
     
  4. waynee95

    waynee95 Lunatic Coder Veteran

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  5. kovak

    kovak Silverguard Veteran

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    Isn't it cuz the 2nd weapon slot is kinda a copy of the 1st weapon slot?
     
    Last edited by a moderator: Oct 15, 2016
  6. Waterguy

    Waterguy Veteran Veteran

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    Well, the command works fine without the plugin. Removes the second weapon, but not the first, if I set it to second weapon slot.


    That said, it works with a shield with both the plugin on or off, so maybe that is a factor.
     
  7. Luxanna

    Luxanna Veteran Veteran

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    @Yanfly


    Is it possible to get the original caster of an aura? Using origin in an aura state's eval notetag just returns the battler afflicted with the state.
     
  8. Yanfly

    Yanfly Developer

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    This is because equip slots consolidate into the same name as per the plugin's settings to make everything of the same name the same pool. If you wish to unequip it, you'll have to use a script call instead since the plugin is unable to modify the editor's settings:


    var actor $gameActors.actor(1);


    var slot = 1;


    actor.changeEquip(slot, null);


    ---



    The original caster of an aura would be whatever unit is affected by the origin state. If your origin state is 25 and the aura effects are 27, then look for a target that is affected by state 25.


    target.isStateAffected(25)
     
  9. cekobico

    cekobico Veteran Veteran

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  10. nerochepiace

    nerochepiace Veteran Veteran

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    Plugin Name: YEP. 56 - Limited Skill Uses


    Bug Explanation: The following tag do not work. The skills not recover uses.


    <Victory Uses Recover: x>
    <Escape uses Recover: x>
    <Lose Uses Recover: x>
    <After Battle Uses Recover: x>


    Error Report: None


    Exact Steps on How to Replicate Bug: 


    I don't know where the bug is, but I think is a fact of incompatibility between some of the Yanfly plugin. 


    The single plugin (YEP. 56) work fine, but when I do the following setup using various Yanfly plugin, the bug show.


    I have a skill with Instant Cast (YEP. 22) and Limit Use. The skill is of a type allowed (YEP. 106), not equipped.


    At the end of every combat, recover the use (so it can be activated, as istant, only one time for battle).


    The ability work fine, but at the following combat, the skill cannot be used.


    The problem present itself even without ATB e CTB combat mode.


    In the sample project I have replicate the bug. To see the error in action:


    Enter the combat. Use the special skill called TEST in the combat. Win the combat. Enter the combat again, the skill cannot be used.


    Sample Project (REQUIRED): http://www.mediafire.com/file/w8lohvrm5159ms6/TEST.zip
     
  11. Farr

    Farr Veteran Veteran

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    @Yanfly Is there any way I can set up a custom XParam formula for each actor? I have a custom default HIT formula for all actors but I would like to set up some individually.
     
  12. Hikitsune-Red

    Hikitsune-Red 火狐 - Red =^~^= Veteran

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  13. Balter

    Balter Villager Member

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    I have problem with aftermath level up plugin ...


    problem only occurs after the character is leveled up 


    pls help

    ss1.png
     
  14. bgillisp

    bgillisp Global Moderators Global Mod

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    @Balter: You would be better off posting that under plug-in support. However, you will need to include much more detail than you did, as with what you posted there is no way anyone can help you. You will need to post all the plug-ins you used, and also you will need to make sure you started a new game after adding the plug-in (if you don't start a new game, most plug-ins will give that exact error you posted).
     
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  15. Balter

    Balter Villager Member

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    it's "new game"


    here's all the plugin I use

    ss1.png

    ss2.png
     
  16. bgillisp

    bgillisp Global Moderators Global Mod

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    @Balter: Your plug-ins are WAY outdated, victory aftermath is up to version 1.05b at this point (you're using 1.00 per the screenshot). Go to the website and update all of your plug-ins.
     
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  17. Nina888

    Nina888 Veteran Veteran

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    Hi everyone, i have a bug :


    When i use a skill (attack too) the effect (damage or other) work twice .


    How i repair this thing ?
     
  18. Vassim74

    Vassim74 It's a Secret! Veteran

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    @Yanfly This isn't a request, but just an idea I've been wondering about for awhile now regarding independent items. Would it be possible to code it so that when using the independent items feature, the items are in stacks and will only become an independent item if they were upgraded? Like say I am carrying 20 potions. If I upgrade 1 potion, that 1 potion becomes an independent item, and I will still have a stack of 19 potions left. Considering the number of upgrade slots are fixed when an item is bought from the store, I thought maybe items obtained through events can be considered independent, while items bought from a store can come in a stack.


    If this is possible, I will post a request for it in a separate topic at a later date.
     
  19. BloodletterQ

    BloodletterQ Chaotic Neutral Assassin Veteran

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    Can I make a suggestion? With the Doodads plugin using Grid Mode, I feel like it would be convenient to have the x and y coordinates not be based on pixels, but instead based on the tile's coordinates based on the in-engine editor. I know you could just divide the x and y by 48 or whatever tile size you're using. It's just a quality of life idea that I've had and not necessarily a requirement.
     
  20. Yanfly

    Yanfly Developer

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    There's no Lunatic Mode code for that so unfortunately, there's no formula access per individual actor.


    ---



    Unfortunately, that won't really work. 


    ---



    That won't work. Grid mode isn't actually a grid mode. It's a grid-lock, which can be set to different amounts. And those amounts can vary from doodad to doodad.
     
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