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Found 38 results

  1. Hi, this is my first post here! First off I would like to say I do have a demo of this game available now on my itchio page here https://wildgypsy.itch.io/summer-solstice I'm desperately trying to get feedback as the game is part of my A level coursework, thanks. Okay, now time for the question I need answering: So I am making upgrade items for the full game (some are featured in the demo but they are kind of like beta versions) Basically how they work is I'm using the Yep upgrade item plugin and in the note box for the upgrade items I use this: <Upgrade Weapon Type: 0> <Upgrade Effect> Eval: $gameTemp.reserveCommonEvent(119) </Upgrade Effect> Then the common event turns on a switch which triggers a base troop event with looks for the correct scenario to apply the boost (for example at the first turn of the battle a 50% chance of a random enemy being affected with burn or 1% chance of random enemy dying at beginning of the battle just to name a couple) but the problem I have with my script is that the effect is applied immediately after the upgrade is applied to the weapon or armour, however, I only want it in effect if the weapon or armour is equipped. In short, what I think I need is a script to check whether the armour or weapon has been equipped or unequipped! Thanks for your help!
  2. TALES OF ÁGARIS SYNOPSIS Rumors speculate that a frightening being would emerge soon. And indeed, just as it was written by religious, Gorgos, the most fearsome demon in hell, would arise. But this will not happen by chance. Lars, a member of the grimfur king's elite soldiers, will greatly help Gorgos' resurgence. However, three king soldiers performing missions for world peace is established in Ágaris and other kingdoms of the world. One of the missions is to try to revive Rion, with whom King Grimfur has confidence and faith to be resurrected and compose the army in dark times as at the present time. The fate of the planet is in the hands of our heroes so that evil does not hover over us, and we can live for another 1000 years (where occurs Heroes of Time's events) CONNECTION A game completely linked to another game in development, the "Heroes of Time". Tales of Ágaris occurs in the past of Heroes of Time. In Tales of Ágaris we will live the events that occurred in the middle age, whose is shown at Heroes of Time IMAGES/SCREENSHOTS SECTION B: CHARACTERS Elliot The main soldier of Agaris. Focused on his goals, determined and self-confident. The only one who suffers from the interference of time in the future, having flashes in some parts of the game. His hometown is Zahul, where his mother currently lives. Louis Elliot's colleague and friend. Insightful, sarcastic and unique boy. The wizard of the group, with his arsenal of white and black spells. Born in Ágaris, where he still lives. Kary A centered elf, just like Elliot. A legitimate archer, down to earth and determined. She has a slight crush on Elliot. An adventurer who is called to replace Lars among the king's soldiers Lars Ex-soldier of the king (position of Elliot and co.), However when he became a high-class soldier he decided to deceive royalty to achieve his goal, which is to resurrect gorgos from the depths of hell. Gorgos An extremely powerful being, which is in his "eternal" rest in the depths of hell .... for now .... Rion Former prince of Aqala, he lived in times of war and was killed by a dragon inside a cave. However, the game gives you the opportunity to relive it. It is optional, but very important depending on your choices in the game. SECTION C- STORYLINE/PLOT Like was said. This game occurs at the year 1130. And "Heroes of Time" will occurs in the same world, but in the future, in 2130. May we have interferences from the past? Who knows Credits DOWNLOAD LINK
  3. Hello! Would someone be able to help me out with a compatibility error between Shiggy's Multicurrency Plugin (requested below), and Yanfly's Core Engine (and to some degree Yanfly's Shop Core)? The issue between them is a little odd. With just those two plugins in a project together, there isn't a visible issue, but if you also have Yanfly's Shop Core, then when you attempt to buy or sell an item, the screen that shows you current gold/spending gold/remaining gold instead shows NaN (Not a Number) for the values. The reason that I believe the issue is with Yanfly's Core Engine is because if I only have Shiggy's plugin and Yanfly's Shop Core, this issue does not occur. I hope I explained this all well enough. If you're not sure what I mean by something, definitely feel free to ask. Thank you!
  4. Hello Everyone, Hope you are well. I am working with RPGMV v1.6.2 & Yanfly Core Engine 1.32. In using the ability to set a resolution in Yanfly Core settings, while indoor areas fill in empty space with black matting, overworld shows the parallax off to the sides of the area edge. I looked in the settings for how to avoid this but could not find it. Everyone that has an overworld and increases the resolution must run into this. I assume Im missing something everyone is doing to solve the issue. Thank you.
  5. TALES OF ÁGARIS SYNOPSIS Rumors have speculated on the possibility of a frightening creature emerging. Indeed, may religious texts had spoken of the demon's arrival, and some rumors were based on such prophecies. However, the efforts of Lars, among the elite soldiers of King Grimfur's army, has helped to make the emergence a grim reality. Meanwhile, the efforts of three soldiers work for world peace. They had established themselves in Ágaris, and other portions of the world. One of their stated tasks to to revive Rion. King Grimfur has a secret confidence for Rion to become in composition of the ever-grown armies of darkness. With the fate of the world hanging in the balance, it is up to you, intrepid heroes, to defeat evil! CONNECTION This game is a prequel to Heroes of Time, set 1000 years before the events of said game. The events here would approximate the "Middle Ages" of the game-world. IMAGES/SCREENSHOTS SECTION B: CHARACTERS Elliot The main soldier of Agaris. Focused on his goals, determined and self-confident. The only one who suffers from the interference of time in the future, having flashes in some parts of the game. His hometown is Zahul, where his mother currently lives. Louis Elliot's colleague and friend. Insightful, sarcastic and unique boy. The wizard of the group, with his arsenal of white and black spells. Born in Ágaris, where he still lives. Kary A centered elf, just like Elliot. A legitimate archer, down to earth and determined. She has a slight crush on Elliot. An adventurer who is called to replace Lars among the king's soldiers Lars Ex-soldier of the king (position of Elliot and co.), However when he became a high-class soldier he decided to deceive royalty to achieve his goal, which is to resurrect gorgos from the depths of hell. Gorgos An extremely powerful being, which is in his "eternal" rest in the depths of hell .... for now .... Rion Former prince of Aqala, he lived in times of war and was killed by a dragon inside a cave. However, the game gives you the opportunity to relive it. It is optional, but very important depending on your choices in the game. SECTION : STORYLINE/PLOT Like was said. This game occurs at the year 1130. And "Heroes of Time" will occurs in the same world, but in the future, in 2130. May we have interferences from the past? Who knows Credits DOWNLOAD LINK
  6. zankokunoyami

    Yanfly lunatic code for Quest Journal?

    http://www.yanfly.moe/wiki/Quest_Journal_System_(YEP) Can someone help me with the lunatic code in yanfly's quest journal plugin? Basically, under the settings for lunatic, I want to be able to place my own background. But following the example shown within it has proven to not be of help to me. I cannot quite understand where it is referencing, or if there needs to be further code. I simply want to use the image 'pic_3' that is in my picture folder. Also, I wanted to know if I could use Arisu's notification plugin code for any of the lunatic code that is meant to automatically update the player when they get a new quest or complete one? https://arisusdollhouse.itch.io/notification-window Thank you!
  7. Yugo Salkins

    English Dub switch in System Options

    Hello, I have a question in regards to Yanfly's System Option script for RPG Maker VX Ace. There is an option where you can create your own switches and variables in the game options menu, but there's not a whole lot I know about coding. However with what I want to do I think I can tackle this if I can get some ideas from you guys. I'm looking to create a switch option for the player to enable or disable English dub since I will be including English voice overs for my game. Any advice on how I can create an on/off switch for English Dub in the game's system options? You all have been a great big help, if anyone could help me with this I would be deeply appreciated. ~ Omar
  8. Hello! My name is Griml0ck! I am new to this page, however my involvement and experience with the RM community dates back to the year 2000 itself - the rise of rm2k! <3 I am once again back and am working on a new project, utilizing RPG Maker VX Ace, gathering resources and scripts to start creating. My issue is with Yanfly's Visual Battlers script, which I must add is an incredible script and exactly what I am looking for! Everytime I walk on map in a certain way (it seems pretty random), I get the same script error, attached below. When I Battle Test, everything works perfectly. I think its worth noting that I am also utilizing other scripts, the biggest ones being Victor Saint's Engine Module and his Damage PopUps scripts. Its also worth noting that when I do remove them, there doesn't seem to be any issues. I would love to be able to use them all - what is this script error and how can i fix it to work in tandem with these other scripts I am using? Thank you for your time and I hope to see you all much more :)
  9. Hey all, So I am recently getting back into developing a game I had shelved for quite some time, mostly due to having some extra time on my hands. I was absolutely shocked to find out that Yanfly went paywall on his plugins, which as expressed by several other members on this forum, was completely handed poorly. Making future plugins pay-to-use would have been acceptable but plugins that were free for a while, going to an unverifiable system of pay to acquire sits poorly with me. That being said, I noticed a glorious user already posted a complete list of Yanfly Plugins, which is amazing. My question is, has anyone got a copy of the Octopath Battler System plugins that Olivia created and were free and have now been placed behind and even more expensive pay wall then Yanfly's bundle. I am mainly looking for the weakness plugin (that shows unidentified weakness until the enemy is struck with the element of the weakness) and the Side UI for Battle Systems (which placed the action selection and HP/Mana etc, on the side of the screen). I am not looking for the shield break, or the BP systems honestly, but purchasing each of those two plugins above is somewhere in the park of $20... for two plugins that were free.... Sorry in advance if I'm not allowed to ask this... it just really sits poorly with me that free plugins that were readily available are behind a paywall for those that missed out on snatching them up. Thanks in advance, Mord
  10. I'm using Yanfly's Attachable Augments & I couldn't help but notice that he didn't include a way to prevent stacking of the same augment or multiple augments that boost a parameter. This can lead to some super broken setups like stacking EVA+ augment until the character is untouchable or even stacking Physical or Magical Damage Rate augments like -10% to -50% until they become invincible. Is there anybody that could add a feature to prevent stacking of either the same exact augment or augments that boost the same parameter?
  11. Hey Guys, I'm a little rusty and just dipped into Yanfly's More Currencies. I can't seem to get the Plugin to work properly. In my Shop Items are the only thing displaying the note tags for Weapons and Armor don't seem to work? Am I just making a rookie mistake? <Item 75 Buy Price: 1> <Weapon 126 Buy Price: 1> Only the Item shows and is used as a requirement Plugins seem to be in correct order. Any ideas? Sorry if this is posted in the wrong place*
  12. Hi! I don't see an official request board here any longer, where there used to be, so I hope I'm posting this in the appropriate area. If not, I apologize! So, I'd like to make an official request for an add-on to Yanfly's Equip Engine for Ace. I have some items with, let's say, LOTS of effects on them. So many, that it becomes impossible to include all of them on two lines of text in the Ace editor. I'd love to see an add-on where players can press a key (let's say the A key on the keyboard) while their cursor is on an item in the equip menu (either an item already equipped, or while selecting an item to equip) that would bring up a window with all of the item's effects listed (although not generic things like "MCR * 140", I'd actually want to be able to write a notetag that would return the exact texts I've input). Text coloring and icons should also be able to be included. The help window at the top should still retain whatever text was put into the editor. So let's say I'm going to equip an item, and I see it is increasing tons of different stats. The item's help text in the editor would say something like, "Press the A key to see special effects" and after doing so, a window would show, with all of the different lines I've input to explain the item's effects. Eight possible lines ought to be enough. If anyone knows of a script that already does this, please let me know. Otherwise, I thank you for reading, and hope someone takes on this request. :D Be well!
  13. I am trying to use Yanfly's Actor Party Switch plugin (found here: http://yanfly.moe/2016/06/17/yep-108-actor-party-switch-rpg-maker-mv/ ) It works as promised, but I really don't like that it allows the Actor to attack as soon as it is switched in. I would like there to be more of a cost to switching, at least in the form of not allowing the newly switched in actor to attack instantly. My concern is that my combat makes use of cooldowns, and this switching set up definitely encourages players to use their big cooldowns and then just switch out. Does anyone know how to make the actor party switch consume the turn it was used on? Even better, does anyone know how to create a common event that replicates the plugins functionality? With a common event that opens the switch menu, I could bake the switch function into a limited use item, or an ability that has a cooldown. Any help you can offer would be greatly appreciated. Thank you in advance.
  14. Short: I'm seeking a conversion for Yanfly's Active Chain Skills and Input Combo Skills scripts from VX Ace to MV format for the benefit of the community as a whole. Long: This script would enable skills which, when performed in battle, would call for multiple options of player input to be immediately followed up with another skill in either method described below. The imperative function is that players are given a choice of multiple skills to chain or combo to as befitting the situation. Chain skills play out individually each time one is selected from the choices provided, and are chained from the skill immediately preceding it. Combo skills are selected when the initial trigger skill is performed, then play out in turn. If a specific combination of skills is played out in order, a finisher skill may be triggered to then be performed. Possible parameters include the limit of chain and combo lengths, time limits on input, and whether skills must be learned to be chained or combo-ed to. As the available buttons in MV differs from VX Ace, I think that a new set of inputs must be relied upon. VX Ace previously used QWASD (LRXYZ). While the following solution would reduce the available options by one, the arrow keys might be a better substitute. Perhaps combining the left and right keys to the same option would also suit the plugin better, reducing the potential options to three in this case. As to the logistics of how many inputs and what buttons are appropriate, particularly with gamepad support, this can be left up to the coder's expertise, although I feel a recommendation of a minimum of three inputs is preferable. This script should be made freely available to all RPG Maker MV users, hobbyists and developers alike.
  15. Hello! First time posting ^^ Nice to meet you all I'm trying to figure out how to access a Traits screen made with YEP_X_ActorVariables, and add it to the main menu using YEP_MainMenuManager The Traits screen shows up in Menu > Status > Traits (through YEP_StatusMenuCore), but I'm not sure how to access the Traits screen with YEP_MainMenuManager Some screenshots Cheers, Beats
  16. YanPac Battle HUD Version 0.3 Yanfly and Pacman Introduction This script adds the Actor HUD from Yanfly Engine Ace's Battle System to the default battle system. It draws the actor's name, face, HP, MP, TP, action and states. The script automatically detects whether to draw the actor's TP or MP depending on which skills they have. You can change some simple aesthetic options in the configuration. Features - Comprehensive HUD for actors in battle. - Simple notebox tags to alter the drawing of HP, TP and MP. - Allows for simple aesthetic configuration. Screenshots Be carefult, very large. From top to bottom, the screenshots are; the normal HUD, drawing HP and MP; the normal HUD with some tags in the actors’ noteboxes to make specific gauges drawn; the same HUD working with Neo Gauge Ultimate; the HUD with one actor having no gauges drawn (yeah, you can do that); and the same HUD during the action. The database image shows you how you can use the tags. How to Use Simply paste the script in an empty slot underneath Materials. The configuration is explained in the script header, as are the notetags. Demo Not really necessary. Script I recommend getting it from Pastebin or my blog. However, I will post it here. FAQ None, as of yet. Ask away if you have any questions. Credit and Thanks Credit - Pacman Credit - Yanfly Thanks - Yami Author's Notes I will make this script compatible with another script if you ask me, and it isn’t too hard. But be aware that I do have schoolwork, so don’t expect everything done within a day. I hope this script works for you, and you like it! Note that I am not very active on this forum, it is much easier to reach me on my blog (in my signature) or on RMRK. I do check in here occasionally though. I made this because someone on RRR requested a Battle HUD for actors in VXA. Because I’m lazy, I simply extracted the HUD from YEA Battle System and made it work on its own. Yanfly did give me permission to do this. In addition to this simple request, I decided to make this HUD compatible with other scripts for maximum awesomeness.
  17. This is just a copy and paste from my reddit post on R/rpgmaker, thought I might get more help here Hi all, I'm really new to all this and I was just messing around with RPG maker MV, trying out some scripts and one I like is not working, the Yanfly Party Systems, I'm pretty sure its up to date. Also running yanfly's core engine, battle engine, buffs and stats core, and taunt. All these others are working fine, but the party system wont let me load the game, just says: Game has encountered a bug. PLease report it. rangeerror: maximum call stack size exceeded at game_party.battlemembers (yanfly_party%20system.js:556:46) at game_party.leader (rpg_objects.js:4811:17) at game_party.refresh(rpb_objects.js:7437:28) at game_party.initializebattlemembers (yanfly_party%20system.js:612:34) at game_party.battlemembers (yanfly_party%20system.js:557:48) at game_party.leader (rpg_objects.js:4811:17) at game_party.refresh (rpg_objects.js:7437:28) at game_party.initializebattlemembers (yanfly_party%20system.js:612:34) at game_party.battlemembers (yanfly_party%20system.js:557:48) at game_party.leader (rpg_objects.js:4811:17) I changed the max battle party to 5 through the plugin, the changed it back after, this is about all I've done after installing the plugins.
  18. Hello there, I'm in no way a skilled RPG Maker user, so bear with me as I walk you through my project and explain the issue at hand. I've installed and used Yanfly Engine Ace - Ace Message System (v1.05) for my latest project, and had no problem with it until recently when I attempted to make a fishing minigame without using any coding as I do not have any coding knowledge. It's fairly basic - Launching the minigame starts a random timer, then when the timer reaches its end, a quicktime event is triggered for 2 seconds during which the player must press a key, and a set of images with the text "press up" alternate to give a "flashing" illusion, then if the player succeeds it will display the message "you've caught a fish", after which the minigame repeats until the player presses the key to leave. With that said, after playing the minigame for a short while, any and all text windows will be either moved, resized, and in some cases their content will be merged with the previous message. I am well and fully aware that the script is causing issues as removing it solves the problem, but at this point I simply cannot remove it as the entire project relies heavily on it. At this point I have 2 choices; find a solution, or remove the minigame entirely (which honestly, would be quite disappointing). Attached are screenshots, numbered, and here are details: 1 and 2: The trigger to start the fishing minigame, and the base "code". 3: The event triggered upon successfully catching a fish 4: The quicktime event prompt (flashing text when you need to hit the key to reel in) 5 and 6: The trigger to exit the minigame. 7 and 8: Example of what happens to my text boxes after playing the minigame, with screenshot of the script for comparison. I know it's messy, but due to earlier difficulty, I messed around trying many things and haven't exactly finished cleaning up - as for my general approach... I blame a lack of coding and RPG Maker knowledge. The fact is, though, that it actually works - now, what is causing the message system script to mess up the position of my text boxes? As a side note, I suppose I should also mention I have the Quest Log script by DRS (v1.2), however I don't think it is the cause of the issue, as the issue was gone when I temporarily removed Ace Message System as I've mentioned above. On the other hand, I don't want to completely eliminate the possibility of some weird compatibility issue. Thank you so much for taking the time reading all of this. Cheers.
  19. Hi everyone, i use this script in my project (like a lot of people lol) : https://yanflychannel.wordpress.com/rmvxa/core-scripts/ace-message-system/ from Yanfly. I wanted to know if it was possible to modify the script for the name window to have its own font and size. Thank you in advance for your help.
  20. Im tried use enemy-actors with the SV Battlers system of the plugin "YEP_X_AnimatedSVEnemies" and i can get my enemy appear in screen with his animated battler, but when im going to attack. The game crash with the error: "TypeError: Cannot read property 'height' of undefined." If the system dont dettect the height of an undefined thing... How will I know what I have to correct? Any help in this regard? Thanks in advance. ^-^ Im forgot say im using RPG Maker MV. surely if you can help me, you know about this, but... im said anyway... Im actually solved the problem of the plugin replaced it for other. (Im replaced the YEP_X_AnimatedSVEnemies for VE_BattlerGraphicSetup)
  21. Hello I'm in desperate need of some assistance in regards to Yanfly's menu script. You see, when I open the main menu the MP bar isn't there. I've added an image to show what this looks like. To give you some more information, I use Yanfly's core script and menu script but don't use his battle script, instead I use MOG's Battle HUD EX. I think that might be the issue I'm having but I'm not confident enough to be sure. As well I've turned off the TP bar on the main menu. When I tested it with the TP bar on it showed the HP, MP and TP as normal except for one character where it seems to all be crushed together. Ideally I would like just the HP and MP menu on show. I somehow feel this could be an easy fix, but there's something obvious I'm missing. I'll also add a copy of the menu script so people can see where I'm going wrong. I would be eternally grateful for any assistance anyone can give. Regards Declan Yanfly Menu Script.docx
  22. 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.
  23. 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.
  24. aceviper64

    yanfly rows and target selection

    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?
  25. 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!
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