[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 130 of 309 View original ↗
  1. Shinai said:
    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)



    The default setting should be false. And from what I can see, the lag is coming from you having too many heals in one frame. Consolidate your heal amounts or place wait times in between the heal numbers.
  2. Yanfly said:
    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.



    I have gotten around it, but I also just found out the Lunatic Mode code works ONLY when YEP_PartySystem plugin is turned OFF


    If someone does what I described as above it will work as intended.


    To test this I created 4 new projects.


    One with ONLY CoreEngine and RowFormation - Follow the steps above and the code WORKS with no error.


    One with ALL Your plugins EXCEPT PartySystem - Follow the steps above and the code WORKS with no error.


    One with ONLY CoreEngine, PartySystem and RowFormation - Follow the steps above and it produces that ERROR.


    One with ALL Your plugins INCLUDING PartySystem - Follow the steps above and it produces that ERROR.
  3. Macky said:
    I have gotten around it, but I also just found out the Lunatic Mode code works ONLY when YEP_PartySystem plugin is turned OFF


    If someone does what I described as above it will work as intended.


    To test this I created 4 new projects.


    One with ONLY CoreEngine and RowFormation - Follow the steps above and the code WORKS with no error.


    One with ALL Your plugins EXCEPT PartySystem - Follow the steps above and the code WORKS with no error.


    One with ONLY CoreEngine, PartySystem and RowFormation - Follow the steps above and it produces that ERROR.


    One with ALL Your plugins INCLUDING PartySystem - Follow the steps above and it produces that ERROR.



    When I was testing row sizes, I had no problems with call stacking errors and I had all of my plugins installed all at once. I would suggest you go visit http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/ and ask there because I already see problems with your syntax.
  4. Yanfly said:
    The default setting should be false. And from what I can see, the lag is coming from you having too many heals in one frame. Consolidate your heal amounts or place wait times in between the heal numbers.



    The heal amounts and the wait times don't make any difference.


    I also get lags from single heals that don't even have an animation.


    I made those sequences to highlight the issue better.


    The first heal causes lag already, but in that lag interval the next heal is processed which causes lag as well, resulting in a heavy lag spike.


    With one heal that spike is still there, very short, but still visible.


    If I turn off your skill cooldowns plugin everything works fine though.


    So the error must be somewhere in that plugin.


    I know it sounds weird, because I'm not even using that plugin directly at that moment.


    But maybe it overwrites something important or something like that since the last update to 1.1.0.


    I'm not really into your code so I can only guess. Sorry for not being of much help. >_>
  5. As I'm not experiencing anything of the sort, I'm afraid I cannot provide the support for it. The only other thing I can suggest is to undo the update to v1.1.0's JS and use the v1.0.0 rpg_x.js files.
  6. Yanfly said:
    As I'm not experiencing anything of the sort, I'm afraid I cannot provide the support for it.



    Hmm it's okay.


    I'll use SkillCore and BuffsAndStates lunatic mode to create a similar cooldown effects. :)


    Thanks anyways. :D
  7. Special Parameter Formulas


    Features and How to Use










    The values for Special Parameters: TGR, GRD, REC, PHA, MCR, TCR, PDR, MDR, FDR, and EXR are lesser used and lesser known, but are only modified by database object traits. This plugin enables you to utilize custom formulas for these Special Parameters to alter them in such a way where MAT can alter the MP Cost of skills and whatnot.


    Plugin and Instructions: http://yanfly.moe/2016/03/04/yep-78-special-param-formula-rpg-maker-mv/
  8. Yanfly said:
    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.



    Decided to try the beta plugin but it made it impossible for the character to move. NPC's are still moving though. No errors in the console log. I can try it on a new project, itll probably work there. But my current project has a lot of plugins so can't say which one interferes. Just wanted to let you know about this bug.
  9. gRaViJa said:
    Decided to try the beta plugin but it made it impossible for the character to move. NPC's are still moving though. No errors in the console log. I can try it on a new project, itll probably work there. But my current project has a lot of plugins so can't say which one interferes. Just wanted to let you know about this bug.



    Is this with the version 1.1.0 rpg_x.js files replaced with the new ones?
  10. Yanfly said:
    Is this with the version 1.1.0 rpg_x.js files replaced with the new ones?

    Yes I believe so. My RMMV now has the resource manager and the "Exclude unused files" options so I am safe to say i'm on 1.1?
  11. gRaViJa said:
    Yes I believe so. My RMMV now has the resource manager and the "Exclude unused files" options so I am safe to say i'm on 1.1?



    Open up your project folder, go to JS, and look at rpg_manager.js. At the very top, it should say 1.1.0. If it doesn't, you're still using the old 1.0.0 files.
  12. Yanfly said:
    Open up your project folder, go to JS, and look at rpg_manager.js. At the very top, it should say 1.1.0. If it doesn't, you're still using the old 1.0.0 files.

    Oh, i see, there's probably my problem. Hmm. I did create a new project yesterday and copied the js files over to my project... I'll copy them again. If you don't hear from me again, the bug is fixed with this.
  13. It seems there is no option to modify 'lukEffectRate' in Special Parameter Formulas.
    I mean this one.


    ===
    Game_Action.prototype.lukEffectRate = function(target) {
        return Math.max(1.0 + (this.subject().luk - target.luk) * 0.001, 0.0);
    };
    ===


    I have to modify it by myself...
  14. Yanfly said:
    When I was testing row sizes, I had no problems with call stacking errors and I had all of my plugins installed all at once. I would suggest you go visit http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/ and ask there because I already see problems with your syntax.



    I'm trying to help Macky with this problem.


    It worked in my test project with all of your plugins enabled, too. Even with his "syntax".


    But Macky forgot to tell me on little detail.


    And that was the default row tag he used on one of his actors.


    He wants the state to be for row 2.


    If only one actor has the same row as default row, you'll get the call stacking error on startup with the $gameParty.rowAliveSize function.


    If Macky wants to use the PartySystem plugin he has to either


    1) delete the default row tag and use an event with the "SetPartyRow" plugin command on the first map to set that actor to the desired row


    or


    2) adding a check for a $gameVariable that gets set with a event on the first map to that state's notetag


    or


    3) adding a check for DataManager.isMapLoaded() in there
  15. kiriseo said:
    I'm trying to help Macky with this problem.


    It worked for me, even with his "syntax".


    But Macky forgot to tell me on little detail.


    And that was the default row tag he used on one of his actors.


    He wants the state to be for row 2.


    If only one actor has the same row as default row, you'll get the call stacking error on startup with the $gameParty.rowAliveSize function.


    If Macky wants to use the PartySystem plugin he has to either


    1) delete the default row tag and use an event with the plugin command "SetPartyRow" on the first map to set that actor to the desired row


    or


    2) adding a check for a $gameVariable that gets set with a event on the first map to that state's notetag


    or


    3) adding a check for DataManager.isMapLoaded() in there



    I went ahead and put in his code into a member with default row 2. I'm getting no stacking errors and I'm using the Party System plugin as well.
  16. Yanfly said:
    I went ahead and put in his code into a member with default row 2. I'm getting no stacking errors and I'm using the Party System plugin as well.



    What member? He has it in a state notetag
  17. An allied member in row 2 with that row condition? What else?
  18. Yanfly said:
    An allied member in row 2 with that row condition? What else?



    Now I'm a bit confused.


    He has a state with a custom row condition which should activate for everyone in row #2 if no alive member is in row #1.


    So he has that tag in said state like this:


    3c52521066.png
  19. As I said before, I only support code that I've made myself.

    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.



    And just to add to it:


    ***Basic Troubleshooting


    1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/


    2. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?


    3. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager? 


    You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video: http://yanfly.moe/yep/changelog/


    Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.


    4. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.


    5. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.
  20. The YEP_ItemSynthesis plugin is not working for me. This is what I get:


    http://imgur.com/GIeoJqJ


    My item is called Recipe and it has the following note tags:


    <Item Recipe: 51>


    <Synthesis Ingredients>


    item 5


    </Synthesis Ingredients>