[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 128 of 309 View original ↗
  1. ATB plugin broke some custom state effects? I made sure to disable all other plugins (save for Core ones). It only works when using default battle system.
    I followed your Toxic tutorial (the state has no other options set other than the note tags)

    <Custom Apply Effect>


    this._toxicCounter = 1;


    </Custom Apply Effect>


    <Custom Regenerate Effect>


    var n = this._toxicCounter / 16;


    var value = Math.floor(n * user.mhp * -1);


    user.gainHp(value);


    this._toxicCounter += 1;


    </Custom Regenerate Effect>

    The Custom Regenerate effect crashes the game with this:

    ypeError: Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': float parameter 3 is non-finite.
        at TypeError (native)
        at Bitmap.gradientFillRect (file:///C:/Juances/Games/Test/js/rpg_core.js:781:24)
        at Bitmap.gradientFillRect (file:///C:/Juances/Games/Test/js/plugins/YEP_CoreEngine.js:596:41)
        at Window_BattleStatus.Window_Base.drawGauge (file:///C:/Juances/Games/Test/js/plugins/YEP_CoreEngine.js:1312:17)
        at Window_BattleStatus.Window_Base.drawActorHp (file:///C:/Juances/Games/Test/js/rpg_windows.js:555:10)
        at Window_BattleStatus.Window_Base.drawActorHp (file:///C:/Juances/Games/Test//js/plugins/YEP_SkillCore.js:1034:44)
        at Window_BattleStatus.drawGaugeAreaWithTp (file:///C:/Juances/Games/Test//js/plugins/YEP_CoreEngine.js:1645:10)
        at Window_BattleStatus.drawGaugeAreaWithTp (file:///C:/Juances/Games/Test/y/js/plugins/YEP_X_BattleSysATB.js:2124:56)
        at Window_BattleStatus.drawGaugeArea (file:///C:/Juances/Games/Test/js/rpg_windows.js:5511:14)
        at Window_BattleStatus.drawItem (file:///C:/Juances/Games/Test/js/rpg_windows.js:5484:10)rpg_managers.js:1618 SceneManager.catchExceptionrpg_managers.js:1579 SceneManager.update
  2. juances19 said:
    ATB plugin broke some custom state effects? I made sure to disable all other plugins (save for Core ones). It only works when using default battle system.
    I followed your Toxic tutorial (the state has no other options set other than the note tags)

    <Custom Apply Effect>


    this._toxicCounter = 1;


    </Custom Apply Effect>


    <Custom Regenerate Effect>


    var n = this._toxicCounter / 16;


    var value = Math.floor(n * user.mhp * -1);


    user.gainHp(value);


    this._toxicCounter += 1;


    </Custom Regenerate Effect>

    The Custom Regenerate effect crashes the game with this:

    ypeError: Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': float parameter 3 is non-finite.
        at TypeError (native)
        at Bitmap.gradientFillRect (file:///C:/Juances/Games/Test/js/rpg_core.js:781:24)
        at Bitmap.gradientFillRect (file:///C:/Juances/Games/Test/js/plugins/YEP_CoreEngine.js:596:41)
        at Window_BattleStatus.Window_Base.drawGauge (file:///C:/Juances/Games/Test/js/plugins/YEP_CoreEngine.js:1312:17)
        at Window_BattleStatus.Window_Base.drawActorHp (file:///C:/Juances/Games/Test/js/rpg_windows.js:555:10)
        at Window_BattleStatus.Window_Base.drawActorHp (file:///C:/Juances/Games/Test//js/plugins/YEP_SkillCore.js:1034:44)
        at Window_BattleStatus.drawGaugeAreaWithTp (file:///C:/Juances/Games/Test//js/plugins/YEP_CoreEngine.js:1645:10)
        at Window_BattleStatus.drawGaugeAreaWithTp (file:///C:/Juances/Games/Test/y/js/plugins/YEP_X_BattleSysATB.js:2124:56)
        at Window_BattleStatus.drawGaugeArea (file:///C:/Juances/Games/Test/js/rpg_windows.js:5511:14)
        at Window_BattleStatus.drawItem (file:///C:/Juances/Games/Test/js/rpg_windows.js:5484:10)rpg_managers.js:1618 SceneManager.catchExceptionrpg_managers.js:1579 SceneManager.update



    ***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!
  3. Is there a way to hide mp/tp in menu screen or battle screen in case my characters dont use mana or tp?
  4. Plugin Name: YEP_InstantCast.js


    Error Message: If you received an error message:


    1. Press F8 when you receive it to open up the debug console.


    2. On the console tab, copy/paste the error log and paste it here.


    3. If you post a screenshot, host it on imgur.com or another website because the images posted here are tiny and I can't read it.


    No error message.


    How to Replicate Bug: In order for me to fix a bug properly, explain to me IN DETAIL step-by-step, how you managed to get it to occur. If I cannot replicate the bug, I may ask you to upload a copy of your game's project for me online through either Mediafire, Dropbox, Mega.co or any other online hosting provider. Do NOT deploy the game. After doing so, it's best if you send it through private message if you don't want others rummaging through your game's files.












    Instant Cast runs but the character got stuck and the combat menu never appears for the turn. ATB charges after Instant Cast so is the original turn skipped or... I don't know.


    Oh and I tried it casting a default normal spell without common event and text box triggers, still occurs.


    Other: Post screenshots of the bug, screenshots of your plugin list, videos also help, etc. Anything that will make it more clear for me will help me out. However, if you want to be extremely helpful, I'll ask that you do the following~


    UPDATE: PROBLEM FIXED do take note thanks.
  5. leon93 said:
    Spoiler
    Plugin Name: YEP_InstantCast.js


    Error Message: If you received an error message:


    1. Press F8 when you receive it to open up the debug console.


    2. On the console tab, copy/paste the error log and paste it here.


    3. If you post a screenshot, host it on imgur.com or another website because the images posted here are tiny and I can't read it.


    No error message.


    How to Replicate Bug: In order for me to fix a bug properly, explain to me IN DETAIL step-by-step, how you managed to get it to occur. If I cannot replicate the bug, I may ask you to upload a copy of your game's project for me online through either Mediafire, Dropbox, Mega.co or any other online hosting provider. Do NOT deploy the game. After doing so, it's best if you send it through private message if you don't want others rummaging through your game's files.





    Instant Cast runs but the character got stuck and the combat menu never appears for the turn. ATB charges after Instant Cast so is the original turn skipped or... I don't know.


    Other: Post screenshots of the bug, screenshots of your plugin list, videos also help, etc. Anything that will make it more clear for me will help me out. However, if you want to be extremely helpful, I'll ask that you do the following~


    Did you make sure to place all YEP plugins in the correct order as specified on the website?
  6. StarWarrior00 said:
    Did you make sure to place all YEP plugins in the correct order as specified on the website?





    Yes. But I have a ton of other scripts which overlap and cause problems if they are placed below some of YEP scripts. I had resolved this issue by reshuffling the order of plugins. Anyway the issue is fixed. Thanks for the concern.
  7. leon93 said:
    Yes. But I have a ton of other scripts which overlap and cause problems if they are placed below some of YEP scripts. I had resolved this issue by reshuffling the order of plugins.


    So to make sure I understand you correctly, you have already fixed the problem with instant cast on your own?
  8. Omegadragon8 said:
    Anybody know if there is a way to change max items/weapons/armors in the ItemCore midgame?

    So no one answered, so I will take that as a no. Might be cool to implement into the item core, an awesome reward in games that limit how much you can carry is ways to upgrade it.
  9. http://yanfly.moe/2016/01/15/yep-58-item-synthesis/


    This plug-in, if it continues the game (loading archive), an error occurs.


    Must create a new game, there is no way to solve this problem?


    This plug-in requires the player must re-start the game, not a good feeling.


    Thank you.


    02.png


    01.png
  10. Hey, I don't know if this bug has been reported before, but I'm having some issues with the Victory Aftermath Plugin.


    http://i.imgur.com/hWVBcIw.png?1


    I'm not sure what's happened, whether I've done something wrong or whether the plugin itself is busted. Help?
  11. ufi24472 said:
    http://yanfly.moe/2016/01/15/yep-58-item-synthesis/


    This plug-in, if it continues the game (loading archive), an error occurs.


    Must create a new game, there is no way to solve this problem?


    This plug-in requires the player must re-start the game, not a good feeling.


    Thank you.



    That's going to be true of a lot of plugins. It's often unavoidable, and also not a real problem, because your players will not be installing plugins mid-game. You're the developer; resetting your own save is something you're going to have to do a lot even without plugins. You also have the ability to use the development tools to cheat or skip ahead.
  12. Hi Yanfly.


    I wanted to mention something occuring with states that end after a certain turn count. I haven't looked into it too much because I've been working on the database atm... but during testing I noticed that when using the ATB system... a turn is considered the original wait phase, as well as the execute phase. So each character's turns pretty much subtracts 2 turns from that state. I have your Regen on tick plugin on. But yeah. I haven't configured it. 
  13. Yanfly said:
    Do you want the drop items to show up or not? Because if you don't, turn off the setting in the plugin parameters.



    The fact is that it is not that I want musts items... I want the character steals only items of the "notes box" ... NOT those of "Drop items" .... you know ???
  14. Farr said:
    Is there a way to hide mp/tp in menu screen or battle screen in case my characters dont use mana or tp?



    Use the skill core and use the swap gauge notetags to hide the 2nd and 3rd MP bars.

    ufi24472 said:
    http://yanfly.moe/2016/01/15/yep-58-item-synthesis/


    This plug-in, if it continues the game (loading archive), an error occurs.


    Must create a new game, there is no way to solve this problem?


    This plug-in requires the player must re-start the game, not a good feeling.


    Thank you.


    View attachment 32857


    View attachment 32858



    Start a new game. If that's not an option, then this plugin is not an option.

    kongu2910 said:
    Hey, I don't know if this bug has been reported before, but I'm having some issues with the Victory Aftermath Plugin.


    http://i.imgur.com/hWVBcIw.png?1


    I'm not sure what's happened, whether I've done something wrong or whether the plugin itself is busted. Help?



    ***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!

    HintonR said:
    Hi Yanfly.


    I wanted to mention something occuring with states that end after a certain turn count. I haven't looked into it too much because I've been working on the database atm... but during testing I noticed that when using the ATB system... a turn is considered the original wait phase, as well as the execute phase. So each character's turns pretty much subtracts 2 turns from that state. I have your Regen on tick plugin on. But yeah. I haven't configured it. 



    States running under the ATB system function differently because ATB isn't turn based. ATB is tick-based so states function under a tick-based system.

    Lionheart_84 said:
    The fact is that it is not that I want musts items... I want the character steals only items of the "notes box" ... NOT those of "Drop items" .... you know ???



    ***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!
  15. Dash Toggle


    Features and How to Use










    RPG Maker MV lacks the ability to toggle dashing on and off. This plugin will enable you to toggle dashing on and off as well as provide certain traits that will inhibit the party leader from being able to dash (such as an extra heavy weapon).


    Plugin and Instructions: http://yanfly.moe/2016/03/03/yep-77-dash-toggle/
  16. Yanfly said:
    Start a new game. If that's not an option, then this plugin is not an option.



    Also solved the problem of saving the game before you, for example YEP_LifeSteal.js


    I think that should still be able to solve it?
  17. Hi,


    Yanflys Battle Engine Core is great and I need it for many other plugins but it gives me some problems (yes I tested and updated to the newest version.)


    1)  I start my battles always with an Text common event, but with the YEP_BEC active, the first seconds of a battle, the battle window is displayed instead of the text.


    2)  I can't have a phase when only text and no enemy is on screen. When the first enemy is on 0 HP and the text is displayed that a new enemy is about to appear, the first enemy is still visible until the new one has arrived.(Yes with himes "EndPhaseTriggers" it is possible to have no enemies on screen.)


    3) Is there a way that the enemy waits for collapsing until the HP bar is "on 0"? Of course I can set the enemies immortal but then I have problem number 2 =D


    Maybe somebody knows a workaround/solution for these problems?


    Thank you for your help and sorry for possible grammar mistakes
  18. Hey,

    I get that the ATB system would use a tick system. Maybe its just not working as intended or I just need to configure skills more. But my issue atm was that for example: A state has 5 'ticks' before it's lost... the things before its even that character's turn again all the ticks are already lost. Is there a way to extend the length of those ticks or would I just make the state last into something like 10 or 15 etc.... 


    Also Yanfly, was there a method with your current plugins to be able to add a SkillTypes permanently to an actor when a class is gained or when a skill from that class is learned? (Maybe through event scripts/plugin commands and switches) But then if there are no skills for that SkillType being used the SkillType doesn't appear appear in the menus?


    Also, I was able to emulate a limit break system with your autopassivestates and weaponsunleash plugins. But I noticed Victor (VE) scripted a similar all in one plugin called Command Replace which I haven't tested. But it actually allowed for SkillTypes to also replace commands, not just a single skill. The thing is I don't want too many overlapping plugins to save me from incompatibilities. So I just wanted to share my interest for an update for weaponsunleach to allow for SkillTypes to also swap out commands.

    Thank you!
  19. HintonR said:
    Hey,

    I get that the ATB system would use a tick system. Maybe its just not working as intended or I just need to configure skills more. But my issue atm was that for example: A state has 5 'ticks' before it's lost... the things before its even that character's turn again all the ticks are already lost. Is there a way to extend the length of those ticks or would I just make the state last into something like 10 or 15 etc.... 


    Also Yanfly, was there a method with your current plugins to be able to add a SkillTypes permanently to an actor when a class is gained or when a skill from that class is learned? (Maybe through event scripts/plugin commands and switches) But then if there are no skills for that SkillType being used the SkillType doesn't appear appear in the menus?


    Also, I was able to emulate a limit break system with your autopassivestates and weaponsunleash plugins. But I noticed Victor (VE) scripted a similar all in one plugin called Command Replace which I haven't tested. But it actually allowed for SkillTypes to also replace commands, not just a single skill. The thing is I don't want too many overlapping plugins to save me from incompatibilities. So I just wanted to share my interest for an update for weaponsunleach to allow for SkillTypes to also swap out commands.

    Thank you!



    in plug in parameters of the battle engine core, you should see a tick per turn option, edit this to be higher then what it already is and that should fix your problem
  20. Draga said:
    Hi,


    Yanflys Battle Engine Core is great and I need it for many other plugins but it gives me some problems (yes I tested and updated to the newest version.)


    1)  I start my battles always with an Text common event, but with the YEP_BEC active, the first seconds of a battle, the battle window is displayed instead of the text.


    2)  I can't have a phase when only text and no enemy is on screen. When the first enemy is on 0 HP and the text is displayed that a new enemy is about to appear, the first enemy is still visible until the new one has arrived.(Yes with himes "EndPhaseTriggers" it is possible to have no enemies on screen.)


    3) Is there a way that the enemy waits for collapsing until the HP bar is "on 0"? Of course I can set the enemies immortal but then I have problem number 2 =D


    Maybe somebody knows a workaround/solution for these problems?


    Thank you for your help and sorry for possible grammar mistakes default_biggrin.gif



    Unfortunately, that's just what my plugin does. You'll have to either work around it or don't use my plugin. 

    HintonR said:
    Hey,

    I get that the ATB system would use a tick system. Maybe its just not working as intended or I just need to configure skills more. But my issue atm was that for example: A state has 5 'ticks' before it's lost... the things before its even that character's turn again all the ticks are already lost. Is there a way to extend the length of those ticks or would I just make the state last into something like 10 or 15 etc.... 


    Also Yanfly, was there a method with your current plugins to be able to add a SkillTypes permanently to an actor when a class is gained or when a skill from that class is learned? (Maybe through event scripts/plugin commands and switches) But then if there are no skills for that SkillType being used the SkillType doesn't appear appear in the menus?


    Also, I was able to emulate a limit break system with your autopassivestates and weaponsunleash plugins. But I noticed Victor (VE) scripted a similar all in one plugin called Command Replace which I haven't tested. But it actually allowed for SkillTypes to also replace commands, not just a single skill. The thing is I don't want too many overlapping plugins to save me from incompatibilities. So I just wanted to share my interest for an update for weaponsunleach to allow for SkillTypes to also swap out commands.

    Thank you!



    1. 5 ticks is far too little for the duration of a single state turn especially given the default number of ticks for the average battler is in the thousands. For this reason, you'll want the number of ticks to be higher, too. Try 3-4 digits long.


    2. No. Changes to class data cannot be saved individually per game.


    3. Swapping out commands and swapping out skills is a completely different thing. Also:


    THIS THREAD WILL BE USED FOR UPDATES AND BUG REPORTS!


    This thread is NOT a request thread. Requests include new plugins, new features for existing plugins, and features that you personally think should exist but currently do not. If you want requests, visit the proper subforum for it; this thread is not the place to do so.


    This thread is to be used for support questions, not requests for new plugins nor new feature requests.