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Found 254 results

  1. Hello, I'm using Yanflys equip core and I may have ran into a bug wondering if anyone else has experienced this before. I am using Yanflys Equip Core to add a second Accessory slot through the equpiments tab. Then I have a new party member which is added through an event to the party but comes equip with a unique accessory in the original accessory slot. What's happening is the second Accessory slot is populating with an extra accessory item (not a duplicate) for the character when they join the party. The character itself is not set to have an accessory in this slot and the only option for the slot is the "none" option i' m assuming due to limitations between the plugin and MV. Any idea what causes this?
  2. I'm using Yanfly's Equip Core to allow multiple accessories to be equipped. There's an option in the plugin to make certain equipment slots be unaffected by the Optimize option, but even if I set all my accessory slot to be unaffected, Optimize still removes ALL accessories, even though equipping them increases stats, on top of supposedly being exempt. This didn't seem to be a problem in the past but started noticing it recently. I can't imagine any new plugins that I've added (if any) that would cause this. If anybody knows what causes this I'd appreciate any help.
  3. Hello there! I have a question about custom skill costs for Yanfly's Skill Cost Manager ... (github link). I'd like to create a skill for bow/crossbow-type weapons that costs arrows/bolts. I'm using Selchar's Item Charges... (google drive link). This means I have Tsukihime's Instance Items. With Instance Items, every single arrow appears as a separate element in the inventory, instead of stacking together. I think any player that wants to base their character around archery will have a be messy and cluttered inventory, with all the single arrows taking up space. I figured that it would be more convenient to carry a quiver as a single item, of which each charge will represent an arrow. Like this the bow skills would have to cost one charge as if it was consuming arrows. Now the question is, how do I set that up? For example this is how to set the skill to cost an instance of an item via skill notetags <custom cost requirement> $game_party.item_number($data_items[1]) >= 1 </custom cost requirement> <custom cost perform> $game_party.lose_item($data_items[1], 1) </custom cost perform> But how do I make the skill cost one charge of an item? What do I write instead of "$game_party.item_number($data_items[1]) >= 1" and "$game_party.lose_item($data_items[1], 1)"? Comments or suggestions would be greatly appreaciated.
  4. I've been trying to use the Doodads script, but I keep getting an error that my game is out of date. I completely uninstalled and reinstalled from 1.5.1, but it's still saying I need to have above 1.3.0. Any advice?
  5. I'm using yanfly row formation and target selection. I have made a spear that can only be used in the first row and can target the first or second enemy row. I'm wondering if there is a way to make the spear change its attack selection based on which row it's in, such as above plus if in row 2 can only target enemy row 1. --------- <only row:1> <select conditions> row 2 max </select conditions> ----------- <only row 2> <select conditions> front row only </select conditions> -------------- is there a way to get one weapon to work with both options?
  6. I'm using Yanfly's TP Manager to make it so whenever character do HP damage, they gain a small percentage of TP based on that damage. However, characters also have skills that COST TP to use, and if those skills do HP damage, the characters then gain TP from that damage. Is there a way to exempt Skills from the deal_hp_dmg tag within this script? Or some other way to do what I'm trying to do?
  7. I'm using Yanfly's Battle AI Core plugin to control my monster's actions. Yanfly built-in a check for elemental weaknesses, resistances, immunities & absorption for when enemies use elemental skills, but he never made a check for state immunities on an actor when an enemy uses a a state inducing skill. I have enemies that systematically inflict certain states on you before getting to damage dealing skills. But if the player character is immune to those states, they just keep on trying to inflict it without realizing that its a waste of time. Is there anyone who can alter the original plugin or make an add-on for it to make checks against the actors to see if a monster should skip using a state inflicting skill (no damage) if the the target actor is immune? I really need help with this one & any help would be appreciated.
  8. The plug-in: I'm looking to add some text, a sort of title, to my variable window for this plugin. Just a simple word at the top with system color text to sort of label the variables. I thought I was being smart by just creating a new variable, calling it the title I wanted, and assigning it an empty value. Problem is, it returns a '0' after the title. I've tried different operands, but they all still return a 0. I've also tried messing around in the .js file to no luck (I just don't have the JS knowledge). Any help on this would be greatly appreciated. Thanks in advance!
  9. Okay, so it looks simple to add commands, and I could even figure out what the handlers should be and such, but the damn thing chooses NOT to show the Currency command, which basically means that the information on how much currency one has, is completely invisible. I only ask for assistance because I know there are people who know this better than I, and you know to expect a great deal of gratitude and credit towards my game when you do assist, even if I'm flustered throughout. Using: Yanfly Menu Engine Calestian's Multiple Currencies By default, the currency script puts the currencies into a separate window which is accessed by a menu command the script adds. Yanfly's Menu Engine, even after I had added the command into the itinerary, like a child with a bad temper, refuses to show the command. I know that everyone is busy with A, B and C, and there's a good chance no one is going to see this, but I'm doing my best, short of dropping a gamedev project and going into something which I won't be able to do much with because there's no level of practical application within lessons, just reading. It is...too much, at least right now. Creation is where I flourish and this jam is killing me.
  10. So I'm using Victor's Target Arrow script along with Yanfly's Battle Engine and I would like the highlighting to be consistent when selecting enemies. If I have a skill that targets multiple enemies, the battle engine would only highlight one enemy, and the target arrow script would select all enemies. The skill would still do damage to all enemies, I would just like it to either highlight all targeted enemies or remove the highlight completely. Any help is appreciated!
  11. Yanfly's Element Reflect

    Hello, I'm playing around with some battle scripts including element reflect (https://yanflychannel.wordpress.com/rmvxa/battle-scripts/element-reflect/) and absorb for yanfly's system. However, I have a few questions for ways I'd like to enhance it if possible. 1) it doesn't seem to register physical damage. So if I use fire force, or manually set my actor's attack element to use fire in the features box, an enemy that is set to reflect fire won't register this as a fire move. If I use a magic spell like fire or fire II, though, it works as intended. I would like to be able to get the script to detect physical elemental damage as well, including physical damage itself, like the shin megami tensei series. 2) would it be possible to use an enemy information script like yanfly's own (https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/enemy-target-info/) or another to display an enemy's ability to reflect or absorb damage as well? Or would this require some kind of custom script that would be complicated to make? Again like the megami tensei games I would like it to gradually reveal an enemy's weakness and resistances if you've uncovered them in battle before - so if you hit a fire reflect enemy with a fire spell, you've 'learned' that this enemy can reflect fire, and have it displayed in a scan box, or a bestiary of some kind. Any help would be appreciated, thanks
  12. Target DEAD enemies

    Like the title says, I want to create a player skill that can revive dead troop members. This can't be done through regular targeting, but I'm hoping it can be done with either Yanfly's Targets or Target conditions. I don't mind having a shiny new script, but I'd rather not add yet another script if Yanfly's can do it. Here the links for the scripts: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/lunatic-targets/ https://yanflychannel.wordpress.com/rmvxa/battle-scripts/lunatic-targets/ltp-conditions/ Thanks!
  13. http://yanfly.moe/2015/12/25/yep-50-buffs-states-core/ Go to 6:22 in the video so you'll know what I'm asking about. Does anyone know the syntax that would force the actor who has a state (that lasts a few turns) to perform a skill/action when said state expires? (This would be like a curse state, that kills the actor when it expires) And, similarly, syntax that would have a chance (let's say 50%) of forcing the actor with said state to perform a skill/action upon their turn starting, before their chosen action/skill? (this would be used like confusion in Pokemon. 50% actor will get a state that prevents them from acting that turn)
  14. I have an interesting idea for a skill, but I'm not sure how to implement it. A boss has three minions that are living crystals. I want to make a skill where the boss sacrifices one of them to use them as a bomb. To start I created three pages in the troop event, one for each minion. They check when a minion's HP is below 30% and adds a state, Death Mark The rest I can probably do with Yanfly's Scripts. I have his Ace system and most add ons. Problem is I can't code to save my life, and you need to create custom strings for some. The skill itself will target a single enemy to deal damage. I need a way that the skill will also select a random ally with Death Mark, and apply a Death state or drain it's Hp to 0%. (or just target an ally with 30% or less HP.) I'm not sure which add on(s) would be best to set this up or if there's another way to do it. I'm thinking maybe his lunatic objects script can do it: <after effect> string </after effect After effects occur after the targets have all been hit. In general, this will occur right before the skill or item's common event runs (if one was scheduled to run). These are generally used for clean up purposes. Thanks in advance!
  15. NoMethodError

    Hi everyone! this is my first time posting a question and i have no idea what happened to make this error ocurr. So, im using a lot of scripts, and one of them is "Yanfly's Doppelganger" Script, wich i did not even touch since i've put it into my scripts list. The error occurs when i try to fight any type enemy (and i mean, ANY, enemy) The error is as follows: Removing the script is not a viable option since it's a vital part of the game im making, and besides, i've tried that and it just caused another error when entering a fight in anothe part of the game, this error is as follows: I Have no clue what might have caused this since i've used this same script in another Project and this never happened.If there is any other information needed just ask me and i'll post it right away, since this completely haults my progress and i have nothing better to do ill post the whole script just in case i somehow downloaded a faulty one, that includes "Game_Troop" Game_Troop.rtf Yanfly Doppleganger.rtf Thank's in advance Edit: Im adding all the project files so you can take a better look https://www.mediafire.com/?1hn8xzm4d7h3t5d
  16. Hello everyone! So begins my epic list of questions in my persuit of telling a story and telling it somewhat well. In my search for a side view battle system (due to my outright dislike of mystic quest but love of FF6 ) I went through the searches for a script. Battle Symphony, Tankentai, Animated Battlers all popped up. I won't lie, I really wanted the battle symphony one. I managed to find a demo of it and it was -exactly- what I had been looking for. Every corner however lead me to a dead link. Then I happened upon Yanfly's Visual Battlers script. It's not as fancy without work (cause I have no talent at all animating or doing art. Why am I doing this? I don't know. I love stories. ) As far as workability it has worked a place into my heart. The problem arises when I try to throw custom (spliced together more like ) animations for custom skills. I can't quite figure out how to get the animation to play on both ally or enemy. If it is at all possible as well to have an animation show up on the user (Ally) then an animation show up on the enemy for the hit. I'd love advice regarding that too. Suggestions for a better system if there are any out there too, while I've got you. I thank you for your time! I'll have more questions soon!
  17. Hello everyone and merry Christmas! I need ur help with yanfly class specifics script pleasssse... https://github.com/Archeia/YEARepo/blob/master/Core/Class_Specifics.rb (class specifics is an add-on for the class system script https://github.com/Archeia/YEARepo/blob/master/Core/Class_System.rb) In this script, as many of you may know, there is the notetag: <subclass to: x, x> "This makes the class subclass only and only equippable if the primary class is one of the listed x classes." I want to reverse the function of this notetag to lets say <primary for: x>, so i can put it on a primary class and this primary class to be equippable, only if a subclass is the listed x class. Can someone help me do that pretty please?
  18. Messing around with the Yanfly Row Formation and I'm trying to see if I'm missing something or if there is some custom code I'm missing OR SOMETHING. I'm trying to simulate ranges. I put number of rows to be 5. SO <-(-5)--(-4)--(-3)--(-2)--(-1)--(1)--(2)--(3)--(4)--(5)--> I want skills and weapons to have a "distance" or number of rows they can reach. So melee could only attack X +/- 1 row. Short +-2 rows, Medium > 2 rows; so on and so forth. I get I can lock abilities into certain rows, but that doesn't stop someone in row three from meleeing someone in row -3. SO my question is, am I trying to do something that the plug in just can't do? Is there a creative way to do what I'm trying to do? I can't think my head around it, though to be fair I keep trying to crack this egg at midnight ish... Not my highest brain powered moments. ​EDIT::I think I found part of my answer in the Target Core; however, I'm still having trouble with this bit: <Custom Target Eval> for (var i = 0; i < foes.aliveMembers().length; ++i) { var member = foes.aliveMembers(); if (member.level % 3 === 0) targets.push(member); } </Custom Target Eval> The ‘targets’ variable is an array that determines which are the targets to be used during the selection process. Push the desired targets into the ‘targets’ array.
  19. Hello everybody! I'm using Yanfly's Party System (http://yanfly.moe/2015/11/20/yep-29-party-system/) and I see that when a player is removed from the party by the plugin command, they still show up in the main menu with their portrait is slightly dimmed: How do I make the actor disappear completely from the main menu if they're removed from the party? And only show if they're added into the party? I tried removing them using the Change Party Member command and they do disappear from the main menu, but if I remove them with Formation command added by Yanfly Party System they don't. I've been asking this question around but I got no reply at all. May I ask if my request is unreasonable or very difficult to do? Thank you very much in advance and thank you for your time reading this! Here's the script I use: https://mega.nz/#!UVY2wSgb!fxUIuwHJPbpc27Ib80wNgi6AuF6YACq5GMIqzmCqyJo
  20. HELLO! I'm getting some pretty bad lag during the exp bars part of Victory Aftermath. I've tried changing the sound effect used for the bars, as well as the tick count. Neither of these things has helped. I saw another post that said he "resolved" the issue and that it was lag due to having to many tabs open in a browser, but I'm not running it in a browser. I don't even have anything else running in the background and there's plenty of RAM available. I also tested on other PC's and it's giving the same result. Link to the plugin: http://yanfly.moe/2015/10/13/yep-7-victory-aftermath/ I would greatly appreciate any help with this. Thanks! -Okra
  21. yanfly Yanfly's GabWindow Issue

    Hello! So, on my current project I can't seem to get Yanfly's GabWindow to display Gab Windows. I don't know why. I followed the directions, changed my plugin load order to the Yanfly recommended order, and it still won't display! I've put hours into my project and this feature will really improve things. Like, the textbox for non important stuff is annoying! So, the issues are: -It won't display and there's no error message or anything. I've removed a lot of the non-essential non-yanfly plugins as well, but it still does it! Is this a bug or am I doing something wrong? I tried putting: GabText my text ShowGab plugin commands, in that order, in regular map events and common events and it won't display either way. My current plugin list and load order is below:
  22. Yanfly Alt. Victory

    Hello, I'm having trouble with the Yanfly Alt Victory's Level up screen. Does anyone know how to change these symbols to an equals '=' sign? Thanks!
  23. Ok, so I have about half of Yanfly's scripts installed https://yanflychannel.wordpress.com/rmvxa/, and though there a few issues, the one I'm most worried about is this. I have the event select skill mapped to a common event which I then call through a button press, the player selects a skill and its id is deposited into a variable (6). No problems I'm trying to actually use that skill, like how you can use skills from your "skills" menu, and I just can't figure it out. I've tried using various script calls along the lines of $game_actor[1].use_skill[$game_variables[6]] and stuff along those lines because there's no event function for actually using an item/skill. I'm trying to set up a quick way to use skills once I saw the possibility of the script combo. Then I figured this out (cause this is my first project), and basically I am just trying to make a quick way to use healing spells out of battle, but this script doesn't let you select a target for the spell so I get an empty object. More specifically Game_interpreter failure no method defined for nil class event_select_skill(6, 1) $game_party.leader.use_item($game_skills[$game_variables[6]]) I'm sorry if this isn't the right place to post this, but I figured since it's only possible for me to do through these scripts I should post here. I would also ask why my characters health is not displayed in menus, but your gonna need a full script list for that, and its a doozy: (in no particular order) I figured out that by default for some reason the health bar and the mp bar were displaying on the same line, so I fixed that core, message, buttons, classes, class specifics, extra param formulas, party, battle engine, element popups, enemy target, battle command list, Combat display log, command equip, element absorb and reflect, state animations, victory aftermath, ace equip, instant cast, passive states, skill cost manager, skill restrictions, both steals, target manager +aoe manager, tp manager, weapon attack replace, Common Event Tiles,Event chase player, Event Select, Skill Event Window, force move tiles, move restrict region, region battlebacks, slippery tiles, gab window, ace item menu, Ace Save Engine, Ace status menu, system options, learn skill engine, animated battler, cast animation, death common event
  24. Okay, so this problem I'm having is a little specific, but I think I've narrowed down a potential solution. Basically, I'm using Yanfly's Spawn Event script as well as Neon Black's Mystery Dungeon script with the intention of creating a monster that chases the player through a randomized dungeon. Since the dungeon's gonna be dark, I also used some scripting knowledge to make the monster turn invisible when outside a certain proximity of the player (well, different ranges for different levels of invisibility, I guess). Scare factor kinda thing. I also want to use proximity for spawning and de-spawning the monster (wouldn't want it spawning in plain view, total immersion breaker). So I'm using the spawner to have the monster spawn at random points in the dungeon, but I'm noticing that the spawned monster doesn't disappear. I placed the original event in the map and walked away from it, and it turned invisible, so this seems to be a problem with the spawned events specifically. But I think I know why. The original monster has code that specifically references itself as event ID 2, and I assume the spawned monsters aren't the same. Text and such still works on the spawned events, so they are being copied correctly. Here's the code: def proximity(range) inside_x = $game_map.events[2].x <= $game_player.x + range && $game_map.events[2].x >= $game_player.x - range inside_y = $game_map.events[2].y <= $game_player.y + range && $game_map.events[2].y >= $game_player.y - range return inside_x && inside_y end I'm thinking if I alter the code so that it refers to itself in a more generalized way (along the lines of say "this event", instead of "event 2"), then the copied events will have the same ability and turn invisible. But I don't know how to code in RPG Maker all that well, so I don't really know what I can do. I assume I just need to alter the $game_map.events[2] to something else. I suppose if I figure this out, it might also be a good idea to use this code in a common event, then have the original call that common event, so that I can re-use this ability for other enemies down the line. Well, maybe. Just another reason to not refer to a specific event I guess.
  25. I have the YEP Common Event Buttons plugin installed and it is my understanding that this plugin will not prevent default key mechanics from working unless otherwise re-written by the user in the plugin options. With that being said, no keys work with it installed. This is practically a fresh project with only two other plugins installed and I have them both turned off for testing purposes. I turn the plugin on, I can't even move using the arrow keys. I turn it off and everything goes back to normal. Any suggestions?
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