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Yanfly

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Tips & Tricks - Spirit Shackles




Spirit Shackles is a unique skill from Guild Wars where the target affected by it will lose 5 MP each time they attack. Now, you can produce the same effect in RPG Maker!

Copy and Paste Code here: http://yanfly.moe/2015/12/23/tips-tricks-spirit-shackles-2/

Have fun with those crazy status effects! :D
 
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Yanfly

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Good day~

I think Estriole means, that the new position you assign to the Gab Window does only apply for the one message immediately following the command. So if we had four messages, and put the command for, (e.g.) positioning it to the upper right after the second message, only the third one would be affected.

Also, one my messages was lost in the endless abyss of messages - (or I overread your response, terribly sorry if I did!) but for the extra enemy drops plugin - is there a way to have an enemy drop, let's say, one out of three weapons that all have a 100% chance? I remember modern_algebra having something like that for VX Ace, it'd be sweet to see it possible in MV too! :)

Have a wonderful day~
Yes it's like that...

Calling the plugin command will set the next gab window position... but if there's another gab after that it reset to normal position. So the plugin command is one time only position change for gab window.
I'll have to add that feature in at a later date.

Yanfly, I have a question about your engine.

I plan to create a quest log for my game, so that it can keep track and record into a journal entry for the players progress. It'll keep track on main quest and side quest, the complete and incomplete, and rewards it introduces. Will I need to use your engine to write all that in if I use the core engine or do I use the default engine?

Unless you plan to make something similar to what I mention, I'll seize the project. :p
So far, I have no plans on making a quest log yet (as now, I'm mostly focusing on mechanic aspects).
 

Aurawhisperer

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Alright, thanks!

Also have another question, based on one of your plugins. It's the Sideview Animation one. I try following the steps for the actors, but I don't fully understand it. Like how exactly can I create an side actor to be an enemy? Will I need to use GIMP or something? I understand the enemies, such as the slimes, but it's the actors I don't understand
 

TheRiotInside

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Really excited for the planned releases! :) Just curious, are there any plans on expanding the enemy HP gauge functionality to optionally draw MP/TP gauges as well as number values for the gauges?
 

DBDragoner

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Okay, Ive tried and tried and I just can't get this notetag to work. Brand new project. All plugin are in order based on Yanfly's preferred order on her page. I'm trying to use the Extra Enemies Drop plugin to drop an item when I have another item on me. Now I've carefully copied and pasted every bit of this over and over again. I can get it to work if I uses switches instead so its just the middle part I'm messing up:

<Conditional Item 5 Drop>Item 6 Count >=1: +100%</Conditional Item 5 Drop>At the end of the battle I'm getting "ReferenceError: Line is not defined." Ive tried using === instead of >= with no luck either.
 

kiriseo

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Okay, Ive tried and tried and I just can't get this notetag to work. Brand new project. All plugin are in order based on Yanfly's preferred order on her page. I'm trying to use the Extra Enemies Drop plugin to drop an item when I have another item on me. Now I've carefully copied and pasted every bit of this over and over again. I can get it to work if I uses switches instead so its just the middle part I'm messing up:

<Conditional Item 5 Drop>Item 6 Count >=1: +100%</Conditional Item 5 Drop>At the end of the battle I'm getting "ReferenceError: Line is not defined." Ive tried using === instead of >= with no luck either.
I tested it, and the error lies in here:

DropManager.conditionCount = function(line1, line2) { var item = null; if (line1.match(/ITEM[ ](\d+)/i)) { item = $dataItems[parseInt(RegExp.$1)]; } else if (line1.match(/WEAPON[ ](\d+)/i)) { item = $dataWeapons[parseInt(RegExp.$1)]; } else if (line1.match(/ARMOR[ ](\d+)/i)) { item = $dataArmors[parseInt(RegExp.$1)]; } else if (Yanfly.ItemIdRef[line1.toUpperCase()]) { item = $dataItems[Yanfly.ItemIdRef[line1.toUpperCase()]]; } else if (Yanfly.WeaponIdRef[line1.toUpperCase()]) { item = $dataWeapons[Yanfly.WeaponIdRef[line1.toUpperCase()]]; } else if (Yanfly.ArmorIdRef[line1.toUpperCase()]) { item = $dataArmors[Yanfly.ArmorIdRef[line1.toUpperCase()]]; } if (!item) return false; if (Imported.YEP_ItemCore && DataManager.isIndependent(item)) { var quantity = $gameParty.numIndependentItems(item); } else { var quantity = $gameParty.numItems(item); } var user = this._enemy; var enemy = this._enemy; var a = this._enemy; var s = $gameSwitches._data; var v = $gameVariables._data; value = eval('quantity ' + line); // I think this needs to be line2 return value;};Probably just a typo.
 
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Yanfly

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Really excited for the planned releases! :) Just curious, are there any plans on expanding the enemy HP gauge functionality to optionally draw MP/TP gauges as well as number values for the gauges?
Not currently. I'm thinking about just leaving that for enemy scan.

Okay, Ive tried and tried and I just can't get this notetag to work. Brand new project. All plugin are in order based on Yanfly's preferred order on her page. I'm trying to use the Extra Enemies Drop plugin to drop an item when I have another item on me. Now I've carefully copied and pasted every bit of this over and over again. I can get it to work if I uses switches instead so its just the middle part I'm messing up:

<Conditional Item 5 Drop>Item 6 Count >=1: +100%</Conditional Item 5 Drop>At the end of the battle I'm getting "ReferenceError: Line is not defined." Ive tried using === instead of >= with no luck either.
Thanks, I'll get it fixed by tonight~
 

Ghost of Christmas Kloe

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Alright, thanks!

Also have another question, based on one of your plugins. It's the Sideview Animation one. I try following the steps for the actors, but I don't fully understand it. Like how exactly can I create an side actor to be an enemy? Will I need to use GIMP or something? I understand the enemies, such as the slimes, but it's the actors I don't understand
Just do it like the slime! The slime is probably called something like "Slime1_1" and so you put that in a note-tag, correct!

So you just put the file-name of your SV_actor sprite, and it automatically flips it and makes it an enemy! You can even use the slime as an Actor, if you wanted to!
 

Noobseals

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Hi, thank you for your plugins, they are awesome!

But I think I found a weird bug about Event Mini Label.

Sometimes "hidden" events which are triggered by switches do not have mini labels when they show up. In my project there are at least two events in different maps have this problem, and I failed to figure out why.
 

Yanfly

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Credits Page

Features and How to Use




This plugin adds a ‘Credits’ command to the title screen that will bring up a window of a credits page made the way you want. Text codes can be used for the credits page to allow for more customization options. Furthermore, specific entries can be tied to URL’s so you can link back to those you’ve provided credit for!

Plugin and Instructions: http://yanfly.moe/2015/12/24/yep-49-credits-page/
 

Dainiri.Art

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Cool as always :) thank you for this Yanfly! Happy Holidays!
 

Yanfly

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Buffs & States Core

Features and How to Use:




Plugin and Instructions: http://yanfly.moe/2015/12/25/yep-50-buffs-states-core/

Alter the basic mechanics behind buffs and states that aren’t adjustable within the RPG Maker editor. Such mechanics include altering the maximum number of times buffs can stack, changing the turns remaining on buffs and states, and the rules involved when reapplying states.
 

Wren

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So many cool and useful plugins in the last few days!  I'm not saying the others aren't useful, either, but these are some great ideas and features that you are scripting up, Yanfly!  Thank you so much for making this community and rpgmaker great!
 

Marcus Giltan

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Hey Yanfly! Noob questions here:

1.) Learn Skill Plugin - In increasing parameters using this plugin, is there a way to set a maximum amount of times to increase each parameter? Like for example, each parameter may only increase up to 99 (which means each "skill" should be learned 98 times)... And even though, for example, an actor's atk has reached 99 through skill learn, he can still increase his atk via weapons, armors, items, etc (more like the Ragnarok Online mechanic).

2.) Skill Cost Plugin - I really don't know if this has been answered. How can I require my characters using bows and guns to consume arrows and bullets when doing a normal attack?

~with much thanks and appreciation. :)
 

lohenien

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I'm having and odd bug using instant cast.

<Instant Eval>if (user.isStateAffected(74)) instant = false;else if (user.mmp >= 600) instant = true;</Instant Eval><finish action>add state 74: user</finish action>I have that on my skill notetag (state 74 is just a blank state that lasts one turn to prevent instant cast chains). If this code is in a skill notetag the targets can drop to 0 hp and do not die. They also cannot select any action besides use item. Adding collapse: targets in the finish action does not cause the targets to die, collapse: targets,force does but that happens regardless of anything else since it is forcing death.
 

Fernyfer775

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Buff & States core, yesssssssss! Thank you Yanfly! I've been waiting for this since day 1 of MV release, you f-ing rule! <3

EDIT: Possible bug, or I'm doing something wrong :p

I have this tagged in one my skills, and it doesn't seem to be doing anything:


 
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