Removing the Enhanced TP plugin and putting it in fresh fixed the problem... I'll play with values some more to try to find that break point.
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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Well, here's the entirety of the Log when the error happens, locations included:
TypeError: Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': float parameter 3 is non-finite.
at TypeError (native)
at Bitmap.gradientFillRect (file:///C:/Users/Orenji/Documents/Games/Project1/js/rpg_core.js:781:24)
at Window_SkillStatus.Window_Base.drawGauge (file:///C:/Users/Orenji/Documents/Games/Project1/js/plugins/YEP_CoreEngine.js:1076:19)
at Window_SkillStatus.Window_Base.drawActorMp (file:///C:/Users/Orenji/Documents/Games/Project1/js/rpg_windows.js:566:10)
at Window_SkillStatus.Window_Base.drawActorMp (file:///C:/Users/Orenji/Documents/Games/Project1/js/plugins/YEP_SkillCore.js:799:44)
at Window_SkillStatus.Window_Base.drawActorSimpleStatus (file:///C:/Users/Orenji/Documents/Games/Project1/js/plugins/YEP_CoreEngine.js:1137:10)
at Window_SkillStatus.refresh (file:///C:/Users/Orenji/Documents/Games/Project1/js/plugins/YEP_CoreEngine.js:1240:14)
at Scene_Equip.onItemOk (file:///C:/Users/Orenji/Documents/Games/Project1/js/plugins/YEP_EquipCore.js:837:24)
at Window_EquipItem.Window_Selectable.callHandler (file:///C:/Users/Orenji/Documents/Games/Project1/js/rpg_windows.js:896:31)
at Window_EquipItem.Window_Selectable.callOkHandler (file:///C:/Users/Orenji/Documents/Games/Project1/js/rpg_windows.js:1165:10) -
Well, here's the entirety of the Log when the error happens, locations included:
TypeError: Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': float parameter 3 is non-finite.
at TypeError (native)
at Bitmap.gradientFillRect (file:///C:/Users/Orenji/Documents/Games/Project1/js/rpg_core.js:781:24)
at Window_SkillStatus.Window_Base.drawGauge (file:///C:/Users/Orenji/Documents/Games/Project1/js/plugins/YEP_CoreEngine.js:1076:19)
at Window_SkillStatus.Window_Base.drawActorMp (file:///C:/Users/Orenji/Documents/Games/Project1/js/rpg_windows.js:566:10)
at Window_SkillStatus.Window_Base.drawActorMp (file:///C:/Users/Orenji/Documents/Games/Project1/js/plugins/YEP_SkillCore.js:799:44)
at Window_SkillStatus.Window_Base.drawActorSimpleStatus (file:///C:/Users/Orenji/Documents/Games/Project1/js/plugins/YEP_CoreEngine.js:1137:10)
at Window_SkillStatus.refresh (file:///C:/Users/Orenji/Documents/Games/Project1/js/plugins/YEP_CoreEngine.js:1240:14)
at Scene_Equip.onItemOk (file:///C:/Users/Orenji/Documents/Games/Project1/js/plugins/YEP_EquipCore.js:837:24)
at Window_EquipItem.Window_Selectable.callHandler (file:///C:/Users/Orenji/Documents/Games/Project1/js/rpg_windows.js:896:31)
at Window_EquipItem.Window_Selectable.callOkHandler (file:///C:/Users/Orenji/Documents/Games/Project1/js/rpg_windows.js:1165:10)
***Cannot Reproduce Error
Since I cannot reproduce the error, I'm going to ask you to do the following.
1. Download all the newest updates of the plugin.
2. Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project.
3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Use http://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.
4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them.
5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.
6. Make sure they're in the right order listed on http://yanfly.moe/yep/
7. Recreate the error.
8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.
9. Upload the project online (do -not- deploy it) to a website like MediaFire.com or Mega.co.nz or Dropbox.
10. Post the link here and I'll take a look at it.
Thanks for helping! -
Removing the Enhanced TP plugin and putting it in fresh fixed the problem... I'll play with values some more to try to find that break point.
Found it! It was setting default TP Mode to 0 that caused the break. -
Found it! It was setting default TP Mode to 0 that caused the break.
Ah yes, that would do it. -
So i'm having an issue W/ CTB battle system, directly after i finish an attack, instead of changing the attacker it crashes Here is a report:
rpg_managers.js:1618 TypeError: undefined is not a function
at Function.BattleManager.endCTBAction (/C:/Users/____/Documents/Games/Super%20Rpg/js/plugins/YEP_X_BattleSysCTB.js:1111)
at Function.BattleManager.endAction (/C:/Users/____/Documents/Games/Super%20Rpg/js/plugins/YEP_X_BattleSysCTB.js:1097)
at Function.BattleManager.updatePhase (/C:/Users/____/Documents/Games/Super%20Rpg/js/plugins/YEP_BattleEngineCore.js:1360)
at Function.BattleManager.update (/C:/Users/____/Documents/Games/Super%20Rpg/js/plugins/YEP_BattleEngineCore.js:1250)
at Function.BattleManager.update (/C:/Users/____Documents/Games/Super%20Rpg/js/plugins/YEP_X_BattleSysCTB.js:832)
at Scene_Battle.updateBattleProcess (rpg_scenes.js:2050)
at Scene_Battle.update (rpg_scenes.js:2042)
at Scene_Battle.update (/C:/Users/nstor_000/Documents/Games/Super%20Rpg/js/plugins/YEP_BattleEngineCore.js:3203)
at Scene_Battle.update (/C:/Users/nstor_000/Documents/Games/Super%20Rpg/js/plugins/YEP_VictoryAftermath.js:723)
at Function.SceneManager.updateScene (rpg_managers.js:1673) -
HolyGabranth, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.
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So i'm having an issue W/ CTB battle system, directly after i finish an attack, instead of changing the attacker it crashes Here is a report:
rpg_managers.js:1618 TypeError: undefined is not a function
at Function.BattleManager.endCTBAction (/C:/Users/____/Documents/Games/Super%20Rpg/js/plugins/YEP_X_BattleSysCTB.js:1111)
at Function.BattleManager.endAction (/C:/Users/____/Documents/Games/Super%20Rpg/js/plugins/YEP_X_BattleSysCTB.js:1097)
at Function.BattleManager.updatePhase (/C:/Users/____/Documents/Games/Super%20Rpg/js/plugins/YEP_BattleEngineCore.js:1360)
at Function.BattleManager.update (/C:/Users/____/Documents/Games/Super%20Rpg/js/plugins/YEP_BattleEngineCore.js:1250)
at Function.BattleManager.update (/C:/Users/____Documents/Games/Super%20Rpg/js/plugins/YEP_X_BattleSysCTB.js:832)
at Scene_Battle.updateBattleProcess (rpg_scenes.js:2050)
at Scene_Battle.update (rpg_scenes.js:2042)
at Scene_Battle.update (/C:/Users/nstor_000/Documents/Games/Super%20Rpg/js/plugins/YEP_BattleEngineCore.js:3203)
at Scene_Battle.update (/C:/Users/nstor_000/Documents/Games/Super%20Rpg/js/plugins/YEP_VictoryAftermath.js:723)
at Function.SceneManager.updateScene (rpg_managers.js:1673)
Your plugins appear out of date. Get the updated plugins from here: http://yanfly.moe/yep/changelog/ -
As usual you deliver the best work, you are by far my favorite scripture and I use nearly all of your scripts. Quick question...I am creating a system similar to wound/vitality (essential HP and Barrier Points), In this system, the actors have the equivalent of a Max HP stat and I need to set up the equivalent of a Max BP stat, so the players start with the BP (or VP for vitality points), have a separate stat like HP Regen for the Barrier Regen per turn, and have a max barrier value. (I will change the crit value so it adds to a barrier penetration percentage). Can you maybe give me a brief note coding or some direction? Please and thank you :)
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Using YEP BuffsStatesCore to make an 'Immolate' skill which deals damage over time equal to the casters MAT.
It generates the correct number in a popup each turn IE.4 * 250 MAT = 1000. But doesn't work as required, the enemy won't lose any HP each turn
and once the buff is applied wont take any damage from any skills including standard attack command.
this is the state notetag.
<Custom Regenerate Effect>
this._immolatedmg = origin.mat * 4;
var value = this._immolate * (-1);
user.gainHp(value);
</Custom Regenerate Effect> -
As usual you deliver the best work, you are by far my favorite scripture and I use nearly all of your scripts. Quick question...I am creating a system similar to wound/vitality (essential HP and Barrier Points), In this system, the actors have the equivalent of a Max HP stat and I need to set up the equivalent of a Max BP stat, so the players start with the BP (or VP for vitality points), have a separate stat like HP Regen for the Barrier Regen per turn, and have a max barrier value. (I will change the crit value so it adds to a barrier penetration percentage). Can you maybe give me a brief note coding or some direction? Please and thank you :)
Something like this is best asked about in the JavaScript support forum since they can provide you the best answers there. :)
http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/
Yes, I have the version 1.03 ....
And what about the Battle Engine Core? The icon update was added in one of the more recent Battle Engine Cores.
Using YEP BuffsStatesCore to make an 'Immolate' skill which deals damage over time equal to the casters MAT.
It generates the correct number in a popup each turn IE.4 * 250 MAT = 1000. But doesn't work as required, the enemy won't lose any HP each turn
and once the buff is applied wont take any damage from any skills including standard attack command.
this is the state notetag.
<Custom Regenerate Effect>
this._immolatedmg = origin.mat * 4;
var value = this._immolate * (-1);
user.gainHp(value);
</Custom Regenerate Effect>
You're using two different variables here.
this._immolatedmg and this._immolate -
Hi,
Plugin - Battle Engine Core
I am using the latest version of all of your plugins.
While using your battle core plugin, I noticed the option to show or hide the enemy name.
But regardless of whether I keep it true or false in the "show select box" option, I can't get ride of the big enemy name box on the top.
I don't feel the need to keep the box when we can display the enemy name with visual select.
Please tell me a way to get rid of the box displaying the enemy name on the top
I have attached both the screenshots.
Thank you
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Hi,
Plugin - Battle Engine Core
I am using the latest version of all of your plugins.
While using your battle core plugin, I noticed the option to show or hide the enemy name.
But regardless of whether I keep it true or false in the "show select box" option, I can't get ride of the big enemy name box on the top.
I don't feel the need to keep the box when we can display the enemy name with visual select.
Please tell me a way to get rid of the box displaying the enemy name on the top
I have attached both the screenshots.
Thank you
View attachment 32320
View attachment 32321
1. Turn off Visual Enemy Select.
2. Save your game. -
Yanfly Core Engine : when we change resolution, it is possible to scale many things automatically. But I couldn't find a way to scale animations automatically and it's visually problematic with some screen animations (water all 3 for example).
Is there any way to change this, apart from remaking the animations themselves ? (I've never been good at doing that) -
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Yanfly Core Engine : when we change resolution, it is possible to scale many things automatically. But I couldn't find a way to scale animations automatically and it's visually problematic with some screen animations (water all 3 for example).
Is there any way to change this, apart from remaking the animations themselves ? (I've never been good at doing that)
No, the animations have to be scaled themselves. Full screenwide animations, if they were to be handled by an automatic process, would be more of a nuisance to artists than not.
Turn off Select Help Window. -
Tips & Tricks - Tree of Savior's Joint Penalty
From Tree of Savior, the Linker class has a rather unique ability to link allies and enemies. For this video, we'll be exploring the Joint Penalty skill, which links together enemies. Linked enemies with the Joint Penalty link will split and share any damage they take to other enemies affected by Joint Penalty. This tips & tricks video will show you just how to do that!
You can grab the copy and paste code here:
Yanfly.moe: http://yanfly.moe/2016/02/24/tips-tricks-joint-penalty/
Pastebin: http://pastebin.com/Zwe5cxP4
Have fun!! :)
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Ah, that worked like a charm.
Thank you :) -
Tips & Tricks - Tree of Savior's Joint Penalty
Cool! I havent played T.O.S but that is a really super cool effect! I also love the suggestion at the end about a boss and minions which is actually a really cool idea!