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Found 27 results

  1. 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!
  2. 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.
  3. 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.
  4. 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
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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)
  10. 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
  11. 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.
  12. 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.
  13. 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?
  14. 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!
  15. 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)
  16. 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!
  17. Fusegu

    Yanfly Row Formation Support

    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.
  18. Okralord

    Yanfly Victory Aftermath LAG

    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
  19. 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.
  20. 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?
  21. AmazingKazuki

    Custom Skill Effects

    I have been using a lot of Yanfly's scripts and would like to stay within them as much as possible. For what I am trying to do is make nice effects like the ones in Yanfly's most recent Tips and Tricks video series for Rpg Maker MV. However, I use VX Ace and would like to repeat some of those effects in the version I have. I don't know a heck a lot about Ruby coding, but the real question is how would I go about something like that. So one example is Yanfly recreates the effect of a Pokemon move, Destiny Bond. The one who deals the killing blow also dies. I'm guessing I could do something like this with the battle engine core or maybe just the overall core. It would use notetags to achieve? If you need an example of the video, I have a link right here: https://www.youtube.com/watch?v=YOapDzRA-vY Now I don't mean that I necessarily want to recreate the Destiny Bond effect, but if someone could help with maybe a small guide to certain snippets of Ruby code that I could use or even try to recreate it and let me study and dissect it to try other things... just something. I've been looking around the internet for a while and I can't tell if I suck at finding things, because chances are it is right in front of my face when googling it. Any help with this kind of thing would be absolutely amazing. So, thanks in advance for even looking over this topic.
  22. Hello! So, I'm using this plugin to add an extra currency to my game that only bosses drop: Gems. I have the currency set up as a variable, but it's unfortunately not possible for an enemy to drop variables. My question is...how do I make them drop the gems? I know I could just set up the currency as an item, and then have a variable check the item count and such, but that's far too much work, and I'm not sure it would even do what I want. Is there an easier way to go about this, using the variable I have set up?
  23. Meinos Kaen

    Yanfly CTB Problem - Crash on Battle

    Hey, there. A good morning from Italy. I'm experimenting with a few plugins and now I've run into a problem that I guess pertains to the CTB Battle System plugin by Yanfly. The game starts but I suddenly can't battle test anything anymore so I guess the same would happen if I battled in the game proper. This didn't happen before but it happens now and from what I understand of the log, it says that there's the word 'user' placed somewhere wrongly, so that the software can't identify it. Problem is, I can't figure out exactly where the problem is. This is the console log at crash. Hope you can help me some way. Edit: Deleting and putting the Plugin back in fixed it but I'm still curious as to what exactly I did wrong. I guess I put 'user' somewhere it should not have been but where exactly? Mah.
  24. Hiya! So, I have this problem with Yanfly's Class Change Core that when I put the proper notetag in the actor box for the player to have a class unlocked by default, it gives me the skills of that class on top of the skills of the current class, even though I haven't selected that class yet. In case you don't know what I mean, here's a screenshot of my actor's notebox: And a screenshot of the issue itself: (The only skill my actor should have by default would be the Thunder skill.) Any help at all would be much appreciated~
  25. eatorl

    Yanfly's Enemy A.I. - Taunt

    Hello, I need a little help making this work: ENEMY A is at 10% health. ALMOST DEAD. ENEMY B is at 50% health. ENEMY B can TAUNT. ENEMY B enters a TAUNT STATE so -ENEMY A- WON’T GET HIT and WON'T DIE. that is the same as: if (any OTHER battler is at <X% HP and THIS battler HP is higher than THAT OTHER battler HP) {THIS battler CAST TAUNT} Plugins I'm using: Yanfly's Battle A.I. http://yanfly.moe/2015/10/19/yep-16-battle-a-i-core/ Yanfly's Taunt http://yanfly.moe/2015/10/31/yep-23-taunt/ And Yanfly himself seems to don't understand the question. Am I missing something? Thanks.