[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 103 of 309 View original ↗
  1. Einherijar said:
    really there is no max o_O always thought it maxed at 255 for some reason....



    Nope. That's just the regular 8-bit max. In JavaScript, the safest Integer max is 9,007,199,254,740,991, but even you can go beyond that without problem. :p
  2. Hi Yanlfy-san I'm having a problem, that only began appearing after your latelest update on the folloing plug-in


    Plug-In: Battle Engine Core. (before updating the skills were working)

    Spoiler
    TypeError: undefined is not a function
        at Game_Actor.Game_Battler.performCollapse (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:3149:29)
        at Game_Actor.performCollapse (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/rpg_objects.js:4051:44)
        at Window_BattleLog.displayActionResults (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:4612:33)
        at Function.BattleManager.invokeNormalAction (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/rpg_managers.js:2182:21)
        at Function.BattleManager.invokeAction (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:1645:14)
        at Function.<anonymous> (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:2218:14)
        at Array.forEach (native)
        at Function.BattleManager.actionActionEffect (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:2215:13)
        at Function.BattleManager.processActionSequence (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:1844:19)
        at Function.BattleManager.processActionSequence (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_X_ActSeqPack1.js:861:58)



    Now how did it happen, I was testing for fun, the skill is supposed to inflict the enemy, with state 1 (death) and has like a 40% chance of doing it, just that and like I said above the skills were working before the last  2 updates i think as I installed both nearly simultaniusly.Also I test it in the same project with the Battle Engine Core disabled and everything went working like it was supposed to.


    Thank you for you time.
  3. @Yanfly


    Plugin Name: I don't know



    Error Message:

    Spoiler
    bug_01.pngbug_02.png





    How to Replicate Bug:


    - it happens when one of my party member die during the battle.


    - I never had before that bug. I got it after updating my plugins with Update 110.


    - I use the default system : dtb
  4. I'm getting the same error as the two posters above me. As soon as a battler dies the error occurs.
  5. UPDATE: Fixed


    Thanks to @Yanfly


    Plugin: YEP_BattleEngineCore


    Error: "TypeError undefefined function" It occurs after the character is defeated in battle but before the death animation.


    bug.jpg
  6. Woah... That seems like a serious issue if 4 people report it in row (the four people above)


    I think I sorta know how it broke! I remember a mention of immortal tags being changed or something in one of the recent plugin updates, could that be it? 
  7. Hey Yanfly,

    Just letting you know I found a typo on the plugins page:

     

    Element Absorb – Reinstate the ability to abosrb elements!
  8. emelian65 said:
    Hi Yanlfy-san I'm having a problem, that only began appearing after your latelest update on the folloing plug-in


    Plug-In: Battle Engine Core. (before updating the skills were working)

    Spoiler
    TypeError: undefined is not a function
        at Game_Actor.Game_Battler.performCollapse (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:3149:29)
        at Game_Actor.performCollapse (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/rpg_objects.js:4051:44)
        at Window_BattleLog.displayActionResults (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:4612:33)
        at Function.BattleManager.invokeNormalAction (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/rpg_managers.js:2182:21)
        at Function.BattleManager.invokeAction (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:1645:14)
        at Function.<anonymous> (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:2218:14)
        at Array.forEach (native)
        at Function.BattleManager.actionActionEffect (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:2215:13)
        at Function.BattleManager.processActionSequence (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:1844:19)
        at Function.BattleManager.processActionSequence (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_X_ActSeqPack1.js:861:58)



    Now how did it happen, I was testing for fun, the skill is supposed to inflict the enemy, with state 1 (death) and has like a 40% chance of doing it, just that and like I said above the skills were working before the last  2 updates i think as I installed both nearly simultaniusly.Also I test it in the same project with the Battle Engine Core disabled and everything went working like it was supposed to.


    Thank you for you time.



    Alright, this should get it fixed. I really ought to not do bug fixes when I'm terribly tired. x_x


    https://www.dropbox.com/s/4mgcqz5hgnblwez/YEP_BattleEngineCore.js?dl=0


    Sorry about all of that.
  9. YEP.70 - Absorption Barrier - RPG Maker MV 


    Features and How to Use:










    The Absorption Barrier is a new mechanic added for battle. Barrier Points, a new type of stat, provide a layer of protection for battlers. Any direct  damage that would normally be done to HP would be dealt to the battler's Barrier Points first, mitigating any real damage dealt to the battler. Any remaining damage is then dealt to the battler.


    Plugin and Instructions: http://yanfly.moe/2016/02/13/yep-70-absorption-barrier-rpg-maker-mv/
  10. Nice! You just saved me from having to port over my HP Barrier script from ACE.
  11. I know I'm kinda late on the Row formation thing, but how can I make it so that certain weapons can attack from and to different rows? For example, the attack option only works for the first row, but when using Bows and crossbows, I want the player to be able to attack from the second row as well. I was unable to find the note tags necessary.
  12. Well that's one way to increase defenses without necessarily raising a stat.


    I plan on using it to replace the defense armor would normally give and I can't get it to work. Is 


    <Barrier Points: +x>


    the right code? I've changed the "x" of course but it doesn't seem to work.
  13. Does the absorption barrier only protect from HP damage or can it be tweaked to protect from MP damage as well?
  14. Hey Yanfly, do you think you could make it so that, through the use of a notetag maybe, after the barrier is broken, a battler won't take the remaining damage from the attack/combo?
  15. It is possible to add barrier with YEP.12 – Item Upgrade Slots?
  16. Znikomek said:
    It is possible to add barrier with YEP.12 – Item Upgrade Slots?

    This one's easy, you only need to have the upgrading item (scroll or whatever) grant a passive state (if you use AutoPassiveStates) that grants the barrier.
  17. @Yamano


    It is a way :D  Thanks 
  18. 82/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack2.js:1215 288
    45/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack2.js:1215 64
    194/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack2.js:1215 288
    45/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack2.js:1215 64
    132/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack2.js:1215 288
    45/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack2.js:1215 64
    rpg_managers.js:1618 TypeError: undefined is not a function
        at Game_Actor.Game_Battler.performCollapse (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_BattleEngineCore.js:3149:29)
        at Game_Actor.performCollapse (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/rpg_objects.js:4051:44)
        at Game_Actor.Game_Battler.removeImmortal (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_BattleEngineCore.js:3102:45)
        at Function.<anonymous> (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_BattleEngineCore.js:2294:16)
        at Array.forEach (native)
        at Function.BattleManager.actionImmortal (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_BattleEngineCore.js:2289:13)
        at Function.BattleManager.processActionSequence (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_BattleEngineCore.js:1868:19)
        at Function.BattleManager.processActionSequence (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack1.js:861:58)
        at Function.BattleManager.processActionSequence (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack2.js:552:58)
        at Function.BattleManager.processActionSequence (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack3.js:386:58)rpg_managers.js:1618 SceneManager.catchException


    This is the error message I started getting today whenever a character is about to die. I only updated the plugins and I only have Yanfly's plugins intalled, in the correct order and with the latestest update...
  19. ^ Are you sure you updated YEP_BattleEngineCore ? That fixed it for me. Look at Page 82.


    @Yanfly


    Just wanted to say that I LOVE your latest plugin. I love all your plugins but this one especially.


    I'm really happy about the way Lunatic Mode is handled this time around. It's way more comfortable and allows for more control!


    Thanks again!
  20. Luxanna said:
    ^ Are you sure you updated YEP_BattleEngineCore ? That fixed it for me. Look at Page 82.


    @Yanfly


    Just wanted to say that I LOVE your latest plugin. I love all your plugins but this one especially.


    I'm really happy about the way Lunatic Mode is handled this time around. It's way more comfortable and allows for more control!


    Thanks again!

    Discovered the problem, on the site, it's like this:


    Capturar.JPG


    For some reason, either the browser or the website didn't get the 1.32 version...