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NeoPGX

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Considering the functionalities of the parallaxes, enabling stretching will cause more frustration than help to more users. The Core Engine will not have the option to stretch the parallaxes. If you would like to stretch out your Parallaxes, I strongly recommend you use an image editing software to do it. There are plenty of free ones out there: http://www.gimp.org/ as an example.

 
Yes, but its really much more of a height issue. I imagine if you were to include the option to scale only the height of the parallax (while maintaining aspect ratio) to resolution as opposed to both width and height there wouldn't be an issue. But I imagine you're just going to tell me it would be better to have a plug in set a specific parallax for maps based on resolution.

If so, would you happen to know of a plugin that does exactly that?
 

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Yes, but its really much more of a height issue. I imagine if you were to include the option to scale only the height of the parallax (while maintaining aspect ratio) to resolution as opposed to both width and height there wouldn't be an issue. But I imagine you're just going to tell me it would be better to have a plug in set a specific parallax for maps based on resolution.

If so, would you happen to know of a plugin that does exactly that?



I don't. And I already stated the Core Engine will stay as is. If you wish to get a plugin that does this, you can ask for it here: http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/ The plugin request forum is there for other people to fulfill your requests.
 

NeoPGX

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I already stated the Core Engine will stay as is. 


I actually read that the first, perhaps I should of mentioned that.

Anyway, the request has been made.

I also have a question about the More Currencies plugin. Will it allow me to set it so certain shops only accept a certain currency? Like pounds in the UK and yen in Japan.
 
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NeoPGX

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It'd be best if you wait to see what it can do first.


I understand that but restricting certain currencies to certain shops is the feature I need most. Regardless I'll wait. Any idea how long till it's released?
 

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The plugin should be able to read recipes from the worn equipment. However, you must turn the options on in the plugin parameters for the 1.02 version. :)




Thank you for your help. However, it seems that the same issue is still occurring to my project. What is stranger, though, is that the issue does not seem to be on the plug-in itself. While starting a new project and installing the plug-ins (Core Engine, Item Core and Item Synthesis, as well as Equip Core for good measures), as well as enabling equipped recipe, the same issue still occurs to me. However, when I modify the Sample Project I received from you to replicate the result, the plug-in worked as intended, so it seems that the problem is on my side rather than yours.


I suspect that the reason might be that I lack certain plug-ins that would make that particular part work. I will test it further tonight, before then, thank you for your help! :)
 
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HeroicJay

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I ran into a bit of weirdness with multi-targeted animations.


I had an item that semi-scans monsters, and a multi-target version of the same item. Even before I set up animations, I noticed that the actor was going through the "item used" animation twice every time I tried to use the multi-target version (but not the single-target version.)


After setting up the animations, it then did the animation on every enemy simultaneously once, and then again one-at-a-time (with the actor doing the item animation both times.)


It turns out that it happens even with the animation extensions turned off - but it only happens when Battle Core is turned on.


If it matters, the animation in question is set to focus on a specific target... but remember, it happened even before I set up the animation (as in, item had animation set to "none").


EDIT: Never mind, I figured out that the "Whole Action" phase was responsible. Just defining an empty one made the multi-target scanner do its job one-at-a-time (which, given the nature of the item, is preferable.)
 
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theolis-wolfpaw

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So I've found a bug, where enemies won't change the direction they're facing with the actions sequences.


Plugin Name: Animated Sideview Enemies and Action Sequences 2


Error Message: There's no actual error message


How to Replicate Bug: Basically I have a skill that causes the user to visually go behind the enemy, turn to face them, and make an attack, specifically the action sequence is as follows:


move user: target, back base, 6
wait: 6
face user: backward
motion swing: user
action animation


This works perfectly fine for the player characters, but when an enemy does it, it always stays facing towards the right. I turned off all the other plugins I had other than the Core Engine, Battle Engine Core, the 3 Action Sequences, and the SV Enemies, and the bug still occured. I also tried it with an enemy that wasn't using a side view sprite and the bug still occurred. The only time it didn't occur was when I turned off the SV Enemies plugin.
 

PTS

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Dear Yanfly,
the values of passive states effects (Auto Passive States plugin) not be summed!


Exspl:
– I have 4 armor equip slots (im use your EquipCore plugin).
– In each slot Im eqiup armor item with passive state effect of “health regen -1%” (armor note tag: <Passive State: 12>)


i.e., 4 armor items to the sum effect of -4%, but in game i have only -1%


What should I do to the value of passive states effects summarized? Tnx!
 
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Yanfly

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So I've found a bug, where enemies won't change the direction they're facing with the actions sequences.


Plugin Name: Animated Sideview Enemies and Action Sequences 2


Error Message: There's no actual error message


How to Replicate Bug: Basically I have a skill that causes the user to visually go behind the enemy, turn to face them, and make an attack, specifically the action sequence is as follows:



move user: target, back base, 6
wait: 6
face user: backward
motion swing: user
action animation


This works perfectly fine for the player characters, but when an enemy does it, it always stays facing towards the right. I turned off all the other plugins I had other than the Core Engine, Battle Engine Core, the 3 Action Sequences, and the SV Enemies, and the bug still occured. I also tried it with an enemy that wasn't using a side view sprite and the bug still occurred. The only time it didn't occur was when I turned off the SV Enemies plugin.



Thanks, I'll get this checked out.

Dear Yanfly,
the values of passive states effects (Auto Passive States plugin) not be summed!


Exspl:
– I have 4 armor equip slots (im use your EquipCore plugin).
– In each slot Im eqiup armor item with passive state effect of “health regen -1%” (armor note tag: <Passive State: 12>)


i.e., 4 armor items to the sum effect of -4%, but in game i have only -1%


What should I do to the value of passive states effects summarized? Tnx!



They're not supposed to be summed. They're multiplicative by nature even without my Auto Passive States plugin. If you used absolutely zero plugins, had two states that each gave 20% HP Regen, it will be multiplicative and not additive and give a net of 144%. This is the way RPG Maker MV functions by default. I did nothing to change the behaviors of the states.
 

bgillisp

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Thanks, I'll get this checked out.


They're not supposed to be summed. They're multiplicative by nature even without my Auto Passive States plugin. If you used absolutely zero plugins, had two states that each gave 20% HP Regen, it will be multiplicative and not additive and give a net of 144%. This is the way RPG Maker MV functions by default. I did nothing to change the behaviors of the states.

Actually, I just tested this in a blank project with no plug-ins, with 2 -10% HP Regens, and lost exactly 20% HP per turn. So afraid it isn't multiplicative for HP Regen.
 

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It seems I've misread something in my morning rush.


Apparently, each piece of the 4 armors is supposed to grant the same passive state for -1%. And you expected a total of -4%.


This isn't supposed to happen because the passive states don't stack. You don't get multiples of the same passive state. You would need four different passive states with the same effect with different ID's.
 
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bgillisp

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I thought that might be the case, I've done it too Yanfly  :)


Good to know that passives don't stack though (which, honestly, makes sense. After all, by default states don't stack either), for when I get around to needing them!
 

Silenity

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Hmm.


Is it possible to make AE's animated battlers use the normal debuff states instead of the actor ones?


Seems odd when the monster's crotch is letting out Zzzzs. >_<


fthEJlj.png
 
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Tuomo L

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Yanfly, is there a way to make something like the runic blade but what also stops other people from beig hurt by the magic that'd otherwise hit everyone?
 

Yanfly

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Hmm.


Is it possible to make AE's animated battlers use the normal debuff states instead of the actor ones?


Seems odd when the monster's crotch is letting out Zzzzs. >_<


fthEJlj.png



I can add something like that.

Yanfly, is there a way to make something like the runic blade but what also stops other people from beig hurt by the magic that'd otherwise hit everyone?



Not through my plugins' effects.
 

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Hello Yanfly,


Thanks for the awesome work you provide to the RPG Maker community with these great plugins !


I wanted to know if you ever thought about putting your scripts on a public git repository ?


It would be easier for people to keep all the scripts up to date (they all would be on the same repo) and people could also do some improvement to your scripts that you would be able to integrate easily with pull-request.


Public git repo like github are also good for bug tracking.


I am a dev myself and already have some improvement on my mind (like making the Aftermath Level Up plugin shows the unlocked classes for example).


But as I am not a game maker, I only do it for the love of coding and sharing stuff for free, and thus I find it would be a waste if I couldn't share the work properly.


Thanks for your time and feel free to ask if you need a hand !
 
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