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yearepo's Introduction

YEARepo

Terms of Use Any original material made by Yanfly on Yanfly Channel is free for use with both free and commercial RPG Maker games. I don’t demand royalties or special liberties if you choose to use the original content in your commercial games (but a free copy of your game would be nice~).

Editing these scripts is perfectly okay as long as you still provide the proper credit. Any non-original content posted, linked, or shared on Yanfly Channel will require you to contact the respective parties for permission of use.

I think this is simple. I’d like to keep it simple. Please don’t do things that’ll make me complicate it.

yearepo's People

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agabi10 avatar archeia avatar caitsith2 avatar chroipahtz avatar doogykun avatar firehawkv21 avatar gaeakat avatar rstp14 avatar suppayami avatar the-fireplace avatar wuerfel21 avatar

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yearepo's Issues

undefined method when reinsertir battler

When removing an actor, and then re-inserting in the party a few turns later it throws a undefined method (move). I think this can be solved calling the inicialization of the script when adding the actor to the party, but i don't know how to achieve it

Invalid Multibyte Char (US-ASCII) for Ace_Battle_System.rb when externalized

When I try to include the Yanfly battle system script by pasting the contents into a file and using require ..., I get this error:

invalid multibyte char (US-ASCII)
Ace_Battle_Engine.rb:312: syntax error, unexpected '{', expecting '}'

This error disappears if I directly paste the file contents into the Script Editor.

I verified that this line has an invisible character before the opening curly-brace. Deleting this gives a similar error for line 319.

This is with both the GitHub and DropBox versions; I even cloned the repo to verify that it's not an encoding issue.

How do I fix this? Telling Ruby to encode the file as UTF-8 didn't help, nor did manually changing the file encoding.

[VX Ace] Possible Issue with Lunatic Objects

Trying to replicate (in VX Ace) the effects of the MV Plugin "NumbState.js" using Lunatic Objects and the notetag below. Basically, trying to make a state that randomly disables action half the time.

{before effect}
if ((rand(100)%2)==1)
a.add_state(332)
end
{/before effect}

Markdown apparently has a problem with Angle Brackets, so those have been replaced with Curly Brackets for the purposes of this issue.

332 corresponds to a state that a) has the "Cannot Move" restriction, and b) is set to last until the end of that turn cycle.

Playtesting reveals a suspicious lack of inaction turns. Is there something I'm doing wrong here, or is the RNG messing with me?

Move Restrict Region bug(?)

I've used the script in a few games, but today something odd happened. I edited a event, and now when I load the file, it gives me an error in that script if I try to move.

No clue why. If I don't move, there is no error, but moving is required for gameplay.

TP Manager Script. Some of the formula are not evaluated in the correct context.

In the TP Manager Script v1.04

Some of the formula are not evaluated in the correct context or some of the example TP modes are not doing what they are supposed to do.

For example I want to use the TP Charge Rate "tcr" to scale the TP gains but using "tcr" in the formula does not work as one might think.

:take_hp_dmg : works correctly. "tcr" is the tcr of the character being hit.
:deal_hp_dmg : bugged, "tcr" refers to the tcr value of the battler receiving the damage. Use "user.tcr" to use the tcr value of your character doing the damage.
:heal_hp_dmg : bugged, "tcr" refers to the tcr value of the battler receiving the healing. Use "user.tcr" to use the tcr value of your character.
:ally_hp_dmg : bugged, "tcr" refers to the tcr value of the battler receiving the damage. Use "member.tcr" to use the tcr value of your character.
:take_mp_dmg : works correctly. "tcr" is the tcr of the character being hit.
:deal_mp_dmg : bugged, "tcr" refers to the tcr value of the battler receiving the damage. Use "user.tcr" to use the tcr value of your character.
:heal_mp_dmg : bugged, "tcr" refers to the tcr value of the battler receiving the healing. Use "user.tcr" to use the tcr value of your character.
:ally_mp_dmg : bugged, "tcr" refers to the tcr value of the battler receiving the damage. Use "member.tcr" to use the tcr value of your character.
:deal_state : bugged, "tcr" refers to the tcr value of the battler receiving the state. Use "user.tcr" to use the tcr value of your character.
:gain_state : works correctly. "tcr" is the tcr of the character receiving the state.
:kill_ally : bugged, "tcr" refers to the tcr value of the battler being killed. Use "member.tcr" to use the tcr value of your character.
:kill_enemy : bugged, "tcr" refers to the tcr value of the battler being killed. Use "user.tcr" to use the tcr value of your character doing the kill.
:win_battle : bugged, "tcr" will not be evaluated (crash). Use "member.tcr" to use the tcr value of your character.
:flee_battle : bugged, "tcr" will not be evaluated (crash). Use "member.tcr" to use the tcr value of your character.
:lose_battle : bugged, not working. Is it implemented?
:low_hp_turn : works correctly. "tcr" is the tcr of the character being low hp.
:low_mp_turn : works correctly. "tcr" is the tcr of the character being low mp.
:only_alive : works correctly. "tcr" is the tcr of the character being alone.
:evasion : works correctly. "tcr" is the tcr of the character evading attack.

Spawned events are linked

I'm using Spawned Events for a roguelike. I noticed something interesting: if I put Erase Event somewhere in my source event, it never erases.

It turns out all spawned copies are somehow linked/instances of the original version. If I do the following:

  • Set self-switch A to ON
  • Create a new blank event page with the condition self-switch A is ON

Then all the events disappear at the same time.

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