Question, what does Community_Basic does extra that you'd rather comment those lines than just not use it?
Not saying anything with the question, actually curious. I just removed it from the new project because it didn't seem any useful.
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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YanFly, the update to RMMV 1.5 gave me a few bugs with two plugins, but since I know a little bit about Javascript I kinda "fixed" them on my own.
It's not a bug report per se, more like a... warning for potential issues. Which is why i'm marking the issues and how I solved them as spoilers, as to not pollute excessively the forums, and better organize my post.
A piece of code in the GridFreeDoodads, between lines 394 and 424, was causing me a few issues related to image caching:
SpoilerThe main menu faces were not loading properly, unless I closed the menu and opened it again.
I switched off all plugins and started turning them on one by one, until I found out GridFree was causing the issue.
I had another plugin I made where I stumbled upon caching issues, and, assuming it was the same, i searched something related to image loading.
I found out the mentioned code, and realized two changes that seemed to fix my problems:
I changed the condition at line 392 to:Code:...and the one at line 409 to:if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= '1.3.0' && Utils.RPGMAKER_VERSION < '1.5.0') {Code:...effectively switching off the custom code for handling the "isReady" function of the ImageManager.} else if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION < '1.3.0') { // Version 1.2.0 and Under
You might wish to take a look on this, as 1.5 apparently changed how the images are cached.
And, now that we have the 1.5's Community_Basic plugin, the resolution changing piece of code in CoreEngine is a bit "redundant". I mean, for compatibility sake, the option to do so should remain there, but...
Spoiler... it was causing me issues with aspect ratio. I use a Internal Resolution of 768x432 and, after 1.5, a window resolution of 1280x720, and CoreEngine was causing me black bars, no matter if I left it on default or changed its parameters to match the aspect ratio.
I'd appreciate it if there was a parameter of sorts to manipulate this behaviour (or maybe ignore changes to resolution if the parameters are blank).
On my end, I simply commented the lines 987~990 and 1002~1007, effectively voiding the changes to resolution via CoreEngine, and using the Community_Basic plugin. Everything's working as expected.
I thought I should report these issues to you, even if they're not exactly bug reports, and I don't even know if you'll have the time to test them. My problems are, for the most part, solved, but I think it's worth taking a look on these things.
Thank you for your amazing work and for your comprehension!
Thanks so much dude. This fixes the bug I reported on page 301. -
Question, what does Community_Basic does extra that you'd rather comment those lines than just not use it?
It allows you to resize not only Internal Resolution, but Window Resolution as well, while CoreEngine only resized the Internal Resolution, and set the window size to match it.
As a more practical example, if you set it, using CoreEngine, to 1280x720, the sprites would get a bit too small.
The same happens if you set Community_Basic's Screen(Width/Height) AND ChangeWindow(Width/Height)To to 1280x720.
However, if you setCommunity_Basic's Screen(Width/Height) to 768x432 and ChangeWindow(Width/Height)To to 1280x720, it scales the image to fit everything with it's proper size.
Which is basically the same as setting CoreEngine to 768x432 and scaling it by dragging the corner, on hand, until it is 1280x720, but without needing manual adjustments every time you run the game.
As for why I use these values:
SpoilerP.S.: The default internal resolution for MV is 816x624, which fits a grid of 17x13. My internal resolution, 768x432 fits a grid of 16x9, to better suit the widescreens of today, while fitting the grid. If I set it to 1280x720, the grid would be 26.6...x15. And that imprecision isn't really good.
If you plan to use that 768x432, remember you might need to reduce the font size to 20, or a few windows will get scaling issues. -
Plugin Name: YEP_CoreEngine
Do you have all the latest updates for the plugins in question? Yes, v1.24
Plugin Parameter Changes: N/A
Bug Explanation: When I try to override Window_ActorCommand.prototype.addSkillCommands your version in YEP_CoreEngine runs and is not overridden.
Are you a coder who understands the problem in code as to why this bug is caused? Yes, the issue is with 2115-2122, Window_ActorCommand.prototype.addSkillCommands. You are currently copy/pasting the prototype straight from the rpg_windows.js instead of overriding and calling the function. Since the code is identical to the core it either needs to be removed or changed to something like this:
Code:I have tested that snippet with all of your other plugins (to the best of my ability) and have not found any breaking issues. I will continue to test to see if I run into anything.Yanfly.Core.addSkillCommands = Window_ActorCommand.prototype.addSkillCommands; Window_ActorCommand.prototype.addSkillCommands = function() { Yanfly.Core.addSkillCommands.call(this); };
Create a Sample Project Reproducing the bug: Not provided as this is a code level issue -
Ah, like the f5 on 2k/2k3, most of the time the game was actually expanded to the usual size but pressing f4 sent it to full screen and f5 set it back to usual size and back "zoomed"... or the other way around, not sure anymore.
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Did you try overriding that one too?Plugin Name: YEP_CoreEngine
Do you have all the latest updates for the plugins in question? Yes, v1.24
Plugin Parameter Changes: N/A
Bug Explanation: When I try to override Window_ActorCommand.prototype.addSkillCommands your version in YEP_CoreEngine runs and is not overridden.
Are you a coder who understands the problem in code as to why this bug is caused? Yes, the issue is with 2115-2122, Window_ActorCommand.prototype.addSkillCommands. You are currently copy/pasting the prototype straight from the rpg_windows.js instead of overriding and calling the function. Since the code is identical to the core it either needs to be removed or changed to something like this:
Code:I have tested that snippet with all of your other plugins (to the best of my ability) and have not found any breaking issues. I will continue to test to see if I run into anything.Yanfly.Core.addSkillCommands = Window_ActorCommand.prototype.addSkillCommands; Window_ActorCommand.prototype.addSkillCommands = function() { Yanfly.Core.addSkillCommands.call(this); };
Create a Sample Project Reproducing the bug: Not provided as this is a code level issue
Mind you, I doubt Yanfly will touch your issue because that is kinda a compatibility problem as far as I can see, in his case with your own plugin, and Yanfly said he doesn't do compatibility fixes anymore...
[Edit] Could a mod please merge this message with the previous one? I received the email about the message I replied to just now and thought it had been sent after my last reply, never thought it would be a doublepost... -
Did you try overriding that one too?
Mind you, I doubt Yanfly will touch your issue because that is kinda a compatibility problem as far as I can see, in his case with your own plugin, and Yanfly said he doesn't do compatibility fixes anymore...
[Edit] Could a mod please merge this message with the previous one? I received the email about the message I replied to just now and thought it had been sent after my last reply, never thought it would be a doublepost...
While it may be a compatibility issue, it's also caused by copying code straight from the core. There may be a reason for it, but I cannot determine why it is needed there. This is why I provided a fix for it. If the code was on GitHub (or similar) I would have even done a pull request with the fix.
Yes, I did try to override the core version as well, however, because it wasn't namespaced in the core it is not accessible for me to override. -
I've got a question regarding Battle Engine Core.
When the plugin is activated the motions of the actors ( and animated enemies ) seem to be shorter.
For example: when the main actor gets hit the "damage" motion, from his sv_actor sheet, seems to be shown shorter, than it his when getting hit without the plugin activated. The same goes for all other motions.
Is there a way to slow down motions or let them be shown longer? I tried different configuration options but really haven't come to any conclusion.
greetz
Wasser J. -
Just wondering if it is a bug or not but YEP-Button Common Events does not work with XBOX 360 controller.
I tried every possible button and had friends try the same and still cannot in any way use "Jump".
It works perfectly on keyboard but not at all on gamepad. Thanks for any help.
Google is useless lol. -
Well, it is made for keyboards...
Think you'll need a controller plugin for this. -
Hey Yanfly, Quick question I am having compatability issues, When I turn on the ItemCore plugin I am no longer able to attack in battle. It seems to be as if I have no weapon equip. I have triple checked I have a weapon equip. Is there something within this code that might be effecting the weapon function in battle?
Just to let you know I am using a Moghunters ChronoEngine battle system but it works fine and dandy until I turn on the ItemCore plugin. I Just get error sound when I try attack in battle. -
Try pressing F8 to see if there is any error message, just because it doesn't stop the game doesn't mean it isn't working wrong.
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Will yanfly ever fix the stb issuses?
Every second bug regport is about the STB force action bug xD -
I tried them all...there was one that i could map the button presses of controller to use a keyboard keyWell, it is made for keyboards...
Think you'll need a controller plugin for this.
but even then i had to run parallel events on every map to check for key stroke...
really clunky lots of lag and the actual "jump" was delayed. So this is not a bug?
It really has no gamepad or controller function? Sorry for sloppy English. -
Will yanfly ever fix the stb issuses?
Every second bug regport is about the STB force action bug xD
As someone who follows him on Patreon I can tell you that he had some personal issues recently, aswell as an illness. However he is aware of the STB bugs and said that it will take some time to fix them.
Be a little patient, he's still here -
As someone who follows him on Patreon I can tell you that he had some personal issues recently, aswell as an illness. However he is aware of the STB bugs and said that it will take some time to fix them.
Be a little patient, he's still here
Thanks for the update =)
I will wait for it. -
Hi Yanfly
First of all let me thank you for your awesome work you did with all that plugins :).
I Found a bug with the Core engine i want to report here.
EDIT: It turn out that this bug apply with every script what change resolution so it looks like it is a MV bug and not a bug with YEP_CoreEngine. -
Hi Yanfly
First of all let me thank you for your awesome work you did with all that plugins :).
I Found a bug with the Core engine i want to report here.
Plugin Name: YEP_CoreEngine (v1.24)
Plugin Parameter Changes: resolution changed to 1600x900
Bug Explanation: With some Resolutions, event pictures get misplaced. Since pictures say more then words
View attachment 68250
with 1600x900 resolution you can see that the doors have a slightly gab to the wall.
View attachment 68249
with default resolution everything is fine (some other resolutions like 1024x768 work too)
Sample Project: https://www.mediafire.com/?21vhav9633b2ibv
Exact Steps on How to Replicate Bug:
- make a new project
- place YEP_CoreEngine in js folder
- activate it in plugin manager and change the resolution to 1600x900
- setup a map like shown in the picture above to make the bug visible (map size is 30x30 tiles in this example)
- start game
or use the sample project to skip this steps
Did you recreate the bug on the sample project? yes
It was one of the things I've "fixed". Not as much of a fix, but something of a workaround:
YanFly, the update to RMMV 1.5 gave me a few bugs with two plugins, but since I know a little bit about Javascript I kinda "fixed" them on my own.
It's not a bug report per se, more like a... warning for potential issues. Which is why i'm marking the issues and how I solved them as spoilers, as to not pollute excessively the forums, and better organize my post.
A piece of code in the GridFreeDoodads, between lines 394 and 424, was causing me a few issues related to image caching:
SpoilerThe main menu faces were not loading properly, unless I closed the menu and opened it again.
I switched off all plugins and started turning them on one by one, until I found out GridFree was causing the issue.
I had another plugin I made where I stumbled upon caching issues, and, assuming it was the same, i searched something related to image loading.
I found out the mentioned code, and realized two changes that seemed to fix my problems:
I changed the condition at line 392 to:Code:...and the one at line 409 to:if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= '1.3.0' && Utils.RPGMAKER_VERSION < '1.5.0') {Code:...effectively switching off the custom code for handling the "isReady" function of the ImageManager.} else if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION < '1.3.0') { // Version 1.2.0 and Under
You might wish to take a look on this, as 1.5 apparently changed how the images are cached.
And, now that we have the 1.5's Community_Basic plugin, the resolution changing piece of code in CoreEngine is a bit "redundant". I mean, for compatibility sake, the option to do so should remain there, but...
Spoiler... it was causing me issues with aspect ratio. I use a Internal Resolution of 768x432 and, after 1.5, a window resolution of 1280x720, and CoreEngine was causing me black bars, no matter if I left it on default or changed its parameters to match the aspect ratio.
I'd appreciate it if there was a parameter of sorts to manipulate this behaviour (or maybe ignore changes to resolution if the parameters are blank).
On my end, I simply commented the lines 987~990 and 1002~1007, effectively voiding the changes to resolution via CoreEngine, and using the Community_Basic plugin. Everything's working as expected.
I thought I should report these issues to you, even if they're not exactly bug reports, and I don't even know if you'll have the time to test them. My problems are, for the most part, solved, but I think it's worth taking a look on these things.
Thank you for your amazing work and for your comprehension!
Are you using Community_Basic as well? -
Nope i tested it with everything deactivated but YEP_CoreEngine. The only other thing i noticed was that if i use the Pixi scripts and the rpg maker core scripts from ~1/2 year ago the problem don't apply.
EDIT: Well but u give me an idea i just testet it with only the Community plugin activated and it cause the same problem with high resolution. So i guess there is a problem with the changes they made with 1.5 update. -
Uncaught ReferenceError: no is not defined
/D:/tools/RPG.Maker.VX.Ace.1.0.1.2.Final.DC.21.10.2013/MC/Kurtulu%C5%9F/js/plugins/YEP_X_MoreStatusPages.js:280 ================================================================
YEP_X_MoreStatusPages requires YEP_StatusMenuCore to be at the latest version to run properly.
Please go to www.yanfly.moe and update to the latest version for the YEP_StatusMenuCore plugin.
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?????????? help
I will!