Ah ok.... Sorry
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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Unfortunately, that's just what my plugin does. You'll have to either work around it or don't use my plugin.
D: But I need it for many other of your plugins(like your AnimatedSVBattler or YED_SideviewBattler(which I can recomment for all of you who want more frames for their battler).
Can you tell me the line of code I have to" comment out" ? If you don't have time thats fine :D I figure something out.
Anyway thanks for answering and for your great work :) -
Hey Yanfly.
I contacted Victor about an issue I was having with his Control Text plugin.
Just wanted to share what he shared with me so you could update the core.engine to be more compatible with Control Text.
I don't know if this will affect any of your other plugins and since you won't support modified versions of your plugins. Might as well ask.
"This is an issue with the CoreEngine. On the line 542 there is this code: Yanfly.Param.GoldFontSize = String(Yanfly.Parameters['Gold Font Size']); The issue is that the font size is being set as a string (text) and not a number as it should be. change the 'String' to 'Number' and it should work."
Thanks -
***Cannot Reproduce Error
Oooops,,, I made a silly mistake.
It seems one of the variables had a null value because I was applying it as a passive state (via an armor), wich ignores the Custom Apply Effect.
So this turned into a question/suggestion, could custom apply effects run once if the state is applied passively outside of battle (ie a cursed ring that poisons the user)?
It's not a bug, I realize it's more of an oversight on my end and I could work around it.
Here's an example project. Harold will crash the game after attacking (with ATB disabled it takes a whole round, when the state ticks)
https://mega.nz/#!fgpCBKKT!tH4tLCgl_yL1KzJJg8ohfBoPgeAdnFcKY2CLMpJmoMQ -
Anyone happen to know if there's a quick and dirty way to make the absorption barrier plugin add a custom barrier exactly equal to the healing dealt of the skill putting the barrier on? Bonus points for a separate lunatic mode for one that only adds the amount actually healed as the barrier (no overheals).
Eg: Actor casts a healing spell that also adds a barrier. BP added is exactly equal to the total healing dealt of that skill
Eg2: Actor casts a large healing spell that also adds a barrier equal to the actual healing received by the target (no overheals).
I would've made my own thread for this in the help section, but I don't think this is worthy of its own topic. -
Oh, nevermind.
Turns out all I had to do was update the affected plugins.
Sorry about that. -
Posting this hoping that someone can point me in the right direction.
I've created several passive states, but can't seem to find a way to display them in the game status menu. I was going to use the actor variable plug in, but all it's note tags are for actors, which doesn't help when passive states are tied to class due to using the class change core for a class system. Another option I was looking at was assigning them to a skill type, set the occasion of all passives to 'never', but I haven't been able to figure out how to disable the skill type from showing up in the battle menu. If this can be accomplished via current plug ins, great! If not, i'll move this to the plug in request. Thanks for you time with this everyone. -
Posting this hoping that someone can point me in the right direction.
I've created several passive states, but can't seem to find a way to display them in the game status menu. I was going to use the actor variable plug in, but all it's note tags are for actors, which doesn't help when passive states are tied to class due to using the class change core for a class system. Another option I was looking at was assigning them to a skill type, set the occasion of all passives to 'never', but I haven't been able to figure out how to disable the skill type from showing up in the battle menu. If this can be accomplished via current plug ins, great! If not, i'll move this to the plug in request. Thanks for you time with this everyone.
You can try Moogle_X's Passive Skills plugin. I have a skill type called -Hidden- and never give actors or classes the skill type, but give them skills from that skill type. Since they are all passive, you don't need to see them or see them in a menu. You don't need to use passive skills, you could simply have passive states associated to skills from that skill type. I haven't fully tested it. But I've done some tinkering with the concept, so I think I know what you're looking for.
If not. well, that was a random 2 cents. -
sold item was crash, shop core off and crush is off.
Need upgrade shopcore
TypeError: Cannot read property 'length' of undefined
at Scene_Shop.doSellGold (YEP_X_MoreCurrencies.js:1288)
at Scene_Shop.doSell (YEP_ShopMenuCore.js:1171)
at Scene_Shop.onNumberOk (rpg_scenes.js:1815)
at Window_ShopNumber.Window_Selectable.callHandler (rpg_windows.js:896)
at Window_ShopNumber.Window_Selectable.callOkHandler (rpg_windows.js:1165)
at Window_ShopNumber.Window_Selectable.processOk (rpg_windows.js:1150)
at Window_ShopNumber.onButtonOk (rpg_windows.js:3254)
at Sprite_Button.callClickHandler (rpg_sprites.js:122)
at Sprite_Button.processTouch (rpg_sprites.js:135)
at Sprite_Button.update (rpg_sprites.js:93) -
I have found a bug in the Row Formation Plugin
If you use this in a State, for example State ID15
<Custom Row Condition>
if (user.isActor()) {
if ($gameParty.rowAliveSize(1) == 0) {
condition = true;
} else
condition = false;
}
else
condition = false;
</Custom Row Condition>
<Physical Taunt>
Then set StateID15 in the plugin for Row 2
And then in an Actor Notebox set their default row as one above <default row: 2>
Start the game, select New Game and you get a RangeError Maximum call stack size exceeded.
I narrowed it down to "$gameParty.rowAliveSize(x)"
To recap
1 - Use "$gameParty.rowAliveSize(x)" in a State like above.
2 - Set that state into a row in the plugin settings.
3 - Set an Actor into that row as default <default row: x>. -
Since the update to 1.1.0 I'm receiving heavy lag spikes using your plugins in conjunction with heals.
I made a video to show the issue.
I'm using your updated plugins. (BattleEngineCore 1.33)
"TestHeal" uses an action sequence and waits 10 seconds after the animation to perform the action effect
"TestHeal2" uses no action sequence and still lags.
I found out that the problem is fixed if I disable your SkillCooldown plugin, so the error has to be in that one.
I also disabled any foreign plugins, only using yours and the error still occured, so it can't be a compatibility issue.
(see below for a better video) -
Yanfly
Through the plugin Steal System, the Snatch function, you can create a skill like "detect" Zidane in Final Fantasy IX ??? -
no lag time in the video sir.....
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no lag time in the video sir.....
Hmm yea maybe it's not really visible..
I'll highlight it a bit more, give me a minute.
Edit:
Here: -
Hey Yanfly.
I contacted Victor about an issue I was having with his Control Text plugin.
Just wanted to share what he shared with me so you could update the core.engine to be more compatible with Control Text.
I don't know if this will affect any of your other plugins and since you won't support modified versions of your plugins. Might as well ask.
"This is an issue with the CoreEngine. On the line 542 there is this code: Yanfly.Param.GoldFontSize = String(Yanfly.Parameters['Gold Font Size']); The issue is that the font size is being set as a string (text) and not a number as it should be. change the 'String' to 'Number' and it should work."
Thanks
Thanks, I'll get this updated.
Oooops,,, I made a silly mistake.
It seems one of the variables had a null value because I was applying it as a passive state (via an armor), wich ignores the Custom Apply Effect.
So this turned into a question/suggestion, could custom apply effects run once if the state is applied passively outside of battle (ie a cursed ring that poisons the user)?
It's not a bug, I realize it's more of an oversight on my end and I could work around it.
Here's an example project. Harold will crash the game after attacking (with ATB disabled it takes a whole round, when the state ticks)
https://mega.nz/#!fgpCBKKT!tH4tLCgl_yL1KzJJg8ohfBoPgeAdnFcKY2CLMpJmoMQ
The Toxic effect must be applied by a skill. It won't work if it's done passively.
Posting this hoping that someone can point me in the right direction.
I've created several passive states, but can't seem to find a way to display them in the game status menu. I was going to use the actor variable plug in, but all it's note tags are for actors, which doesn't help when passive states are tied to class due to using the class change core for a class system. Another option I was looking at was assigning them to a skill type, set the occasion of all passives to 'never', but I haven't been able to figure out how to disable the skill type from showing up in the battle menu. If this can be accomplished via current plug ins, great! If not, i'll move this to the plug in request. Thanks for you time with this everyone.
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.
sold item was crash, shop core off and crush is off.
Need upgrade shopcore
TypeError: Cannot read property 'length' of undefined
at Scene_Shop.doSellGold (YEP_X_MoreCurrencies.js:1288)
at Scene_Shop.doSell (YEP_ShopMenuCore.js:1171)
at Scene_Shop.onNumberOk (rpg_scenes.js:1815)
at Window_ShopNumber.Window_Selectable.callHandler (rpg_windows.js:896)
at Window_ShopNumber.Window_Selectable.callOkHandler (rpg_windows.js:1165)
at Window_ShopNumber.Window_Selectable.processOk (rpg_windows.js:1150)
at Window_ShopNumber.onButtonOk (rpg_windows.js:3254)
at Sprite_Button.callClickHandler (rpg_sprites.js:122)
at Sprite_Button.processTouch (rpg_sprites.js:135)
at Sprite_Button.update (rpg_sprites.js:93)
Start a new game.
I have found a bug in the Row Formation Plugin
If you use this in a State, for example State ID15
<Custom Row Condition>
if (user.isActor()) {
if ($gameParty.rowAliveSize(1) == 0) {
condition = true;
} else
condition = false;
}
else
condition = false;
</Custom Row Condition>
<Physical Taunt>
Then set StateID15 in the plugin for Row 2
And then in an Actor Notebox set their default row as one above <default row: 2>
Start the game, select New Game and you get a RangeError Maximum call stack size exceeded.
I narrowed it down to "$gameParty.rowAliveSize(x)"
To recap
1 - Use "$gameParty.rowAliveSize(x)" in a State like above.
2 - Set that state into a row in the plugin settings.
3 - Set an Actor into that row as default <default row: x>.
NOTE2: As I've stated before in the previous note, I'll only provide support for my own codes that I, myself, have provided. To make this clear, this means strictly the plugins I've made and any code for Lunatic Mode that I, personally, have provided through Tips & Tricks. I am not responsible for any coding errors, coding roadblocks, or code questions that you come across within your own Lunatic Mode code. Unless the Lunatic Mode notetag itself has a bug, you are to ask your questions here.
Since the update to 1.1.0 I'm receiving heavy lag spikes using your plugins in conjunction with heals.
I made a video to show the issue.
I'm using your updated plugins. (BattleEngineCore 1.33)
"TestHeal" uses an action sequence and waits 10 seconds after the animation to perform the action effect
"TestHeal2" uses no action sequence and still lags.
I found out that the problem is fixed if I disable your SkillCooldown plugin, so the error has to be in that one.
I also disabled any foreign plugins, only using yours and the error still occured, so it can't be a compatibility issue.
The "lag" is due to the incorporation of Galenmereth's Fluid Timesteps into the source code, which is normally a good thing, but the forceful approach of it leaves users with weaker computers to experience unwanted "lag" issues. I released this beta plugin last night, give it a try: http://yanfly.moe/beta/YEP_FpsSynchOption.js
It will give the option to enable/disable the Fluid Timesteps from the Options menu since not all computers, mobile devices, etc. can handle it. And particularly notice a slowdown, too, while I'm recording. The plugin is made to mitigate that as long as the Fluid Timesteps portion is off. -
I have found a bug in the Row Formation Plugin
If you use this in a State, for example State ID15
<Custom Row Condition>
if (user.isActor()) {
if ($gameParty.rowAliveSize(1) == 0) {
condition = true;
} else
condition = false;
}
else
condition = false;
</Custom Row Condition>
<Physical Taunt>
Then set StateID15 in the plugin for Row 2
And then in an Actor Notebox set their default row as one above <default row: 2>
Start the game, select New Game and you get a RangeError Maximum call stack size exceeded.
I narrowed it down to "$gameParty.rowAliveSize(x)"
To recap
1 - Use "$gameParty.rowAliveSize(x)" in a State like above.
2 - Set that state into a row in the plugin settings.
3 - Set an Actor into that row as default <default row: x>.
NOTE2: As I've stated before in the previous note, I'll only provide support for my own codes that I, myself, have provided. To make this clear, this means strictly the plugins I've made and any code for Lunatic Mode that I, personally, have provided through Tips & Tricks. I am not responsible for any coding errors, coding roadblocks, or code questions that you come across within your own Lunatic Mode code. Unless the Lunatic Mode notetag itself has a bug, you are to ask your questions here
I tested this inside a new project with only your plugins. -
I tested this inside a new project with only your plugins.
The problem boils down to your Lunatic Mode code. For that, you'll have to figure out where you went wrong with the code or visit the JavaScript support forum about your Lunatic Mode code. If this continues to be a problem, I would suggest not using the Lunatic Mode condition you've put in or drop the Row Formation plugin altogether. -
Thanks, I'll get this updated.
The Toxic effect must be applied by a skill. It won't work if it's done passively.
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.
Start a new game.
NOTE2: As I've stated before in the previous note, I'll only provide support for my own codes that I, myself, have provided. To make this clear, this means strictly the plugins I've made and any code for Lunatic Mode that I, personally, have provided through Tips & Tricks. I am not responsible for any coding errors, coding roadblocks, or code questions that you come across within your own Lunatic Mode code. Unless the Lunatic Mode notetag itself has a bug, you are to ask your questions here.
The "lag" is due to the incorporation of Galenmereth's Fluid Timesteps into the source code, which is normally a good thing, but the forceful approach of it leaves users with weaker computers to experience unwanted "lag" issues. I released this beta plugin last night, give it a try: http://yanfly.moe/beta/YEP_FpsSynchOption.js
It will give the option to enable/disable the Fluid Timesteps since not all computers, mobile devices, etc. can handle it. And particularly notice a slowdown, too, while I'm recording. The plugin is made to mitigate that as long as the Fluid Timesteps portion is off.
Thanks for the quick reply. I tried that beta plugin quick and it didn't help at all.
To make things clear:
With SkillCooldowns toggled on:
With SkillCooldowns toggled off:
Complete notetag of "TestHeal" :
Spoiler<target action>
action animation
wait: 1
action effect
wait: 1
action effect
wait: 1
action effect
wait: 1
action effect
wait: 1
action effect
wait: 1
action effect
wait: 1
action effect
wait for animation
</target action>
Complete notetag of "TestHeal2":
Spoiler<target action>
action animation
wait: 4
action effect
wait: 4
action effect
wait: 4
action effect
wait: 4
action effect
wait: 4
action effect
wait: 4
action effect
wait: 4
action effect
wait for animation
</target action>
As you can see they aren't even using skill cooldowns.
I have a good computer by the way. :) -
Thanks for the quick reply. I tried that beta plugin quick and it didn't help at all.
To make things clear:
With SkillCooldowns toggled on:
With SkillCooldowns toggled off:
Complete notetag of "TestHeal" :
Spoiler<target action>
action animation
wait: 1
action effect
wait: 1
action effect
wait: 1
action effect
wait: 1
action effect
wait: 1
action effect
wait: 1
action effect
wait: 1
action effect
wait for animation
</target action>
Complete notetag of "TestHeal2":
Spoiler<target action>
action animation
wait: 4
action effect
wait: 4
action effect
wait: 4
action effect
wait: 4
action effect
wait: 4
action effect
wait: 4
action effect
wait: 4
action effect
wait for animation
</target action>
As you can see they aren't even using skill cooldowns.
If you simply installed the plugin, did you go straight into Battle Test? Because you need to always save your project before doing any Battle Testing to have any plugin changes take effect. -
I installed the plugin, saved the project and tried a battle test. Didn't work.
Then I enabled the default setting in the plugin parameters and that didn't help as well.
It even made things worse with overall lags. (not only while healing)