[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 138 of 309 View original ↗
  1. Tuomo L said:
    I understand, but is there really no way to fix it? This could potentially even cause the entire optimize function to be rendered entirely pointless as it would always make the player wear non optimal gear or even worse, blame the makers for the game being op when the optimizer gives them inferior gear. In shop, it gives tons of misinformation to the player as well and this could lead to much player confusion and make them figure that the game is broken and that it's a bug.





    not if you put in the description of the piece of gear that it has effects like grows stronger with level, or grows stronger with every battle or every escape..... then they will probaly figure out that the program isnt taking these bonus effects into account when doing optimization (like the brave blade and bone mail's effects in FFV) and instead is focusing on the base stats
  2. Crimson Dragon Inc. said:
    not if you put in the description of the piece of gear that it has effects like grows stronger with level, or grows stronger with every battle or every escape..... then they will probaly figure out that the program isnt taking these bonus effects into account when doing optimization (like the brave blade and bone mail's effects in FFV) and instead is focusing on the base stats



    Expect if you use optimize, you don't have to look into the window where you see the gear description, meaning this vital info can be totally be missed and anyway, the visual cues and the behavior wouldn't be player friendly.
  3. Crimson Dragon Inc. said:
    not if you put in the description of the piece of gear that it has effects like grows stronger with level, or grows stronger with every battle or every escape..... then they will probaly figure out that the program isnt taking these bonus effects into account when doing optimization (like the brave blade and bone mail's effects in FFV) and instead is focusing on the base stats

    Actually, I vaguely recall this also being an issue in FFVI, with the Ultima blade, that had a similar property of growing stronger over time.  It's been awhile, so I could have my games mixed up, but yes, as Crimson said, if the description is written well, players should be able to figure it out and not rage quit and spam you with death threats!
  4. Tuomo L said:
    Expect if you use optimize, you don't have to look into the window where you see the gear description, meaning this vital info can be totally be missed and anyway, the visual cues and the behavior wouldn't be player friendly.

    I understand what you're saying, and have been running into other problems with the optimize button.  Gonna need to head to the plug-in request section I think and post a request there, as quite a few people would probably like to have the optimize completely disabled or re-written.
  5. Tuomo L said:
    Expect if you use optimize, you don't have to look into the window where you see the gear description, meaning this vital info can be totally be missed and anyway, the visual cues and the behavior wouldn't be player friendly.





    most people who would play your RPG already know that any equip menu with optimization doesnt take into effect bonus effects, resistances, and only cares about base stats (brave blade from FFV loses 1 BP for every battle you fled, but its base attack is the highest of any weapon save the ultima weapon released in GBA reboot, and when you press optimize in that game even if you fled 150 times (thus the blade would have 0 bp) it still equips you with the brave blade.... and two weapons instead of a shield if you had the right skill equiped or you are a bare with the ninja class mastered.....(no shield even if you wanted your character to have a shield)) which is why its not utilized much by RPG gamers, becuase most understand that a gear with a special effect or resistance is generally better then the gear with the best stats.... so the optimize button gets ignored anyway
  6. It's possible to have a way for gain skill with equipement and gain it if you fight ?
  7. Nina888 said:
    It's possible to have a way for gain skill with equipement and gain it if you fight ?



    you'll have to go to another plug in... i would reccomend moogle_x's equip learn plug in
  8. StarWarrior00 said:
    But is it something that can be fixed with a plugin and still possibly maintain the performance and speed?



    It'd have to be something I need to look into. While the optimization isn't a key problem, the problem here is how Optimize currently works as it allocates stats and whether or not those stats are useful to the actor's needs is variable. The way as it is currently, it totals up the total amount of change across all given stats and gives priority to those items than the stats needed by the character itself. A weapon with a massive amount of LUK (the most useless stat) would be given priority over an ATK weapon of moderate quantity.


    However, the optimize function is usually used by most players as a way of quickly getting access to higher end gear. Players typically hit optimize, then manually change whatever else is needed, meaning optimize is often never the final say anyway.


    I may work on this in the future, but it's low priority as of now as it has low value to enhancing a game's playing experience.
  9. Yanfly said:
    It'd have to be something I need to look into. While the optimization isn't a key problem, the problem here is how Optimize currently works as it allocates stats and whether or not those stats are useful to the actor's needs is variable. The way as it is currently, it totals up the total amount of change across all given stats and gives priority to those items than the stats needed by the character itself. A weapon with a massive amount of LUK (the most useless stat) would be given priority over an ATK weapon of moderate quantity.


    However, the optimize function is usually used by most players as a way of quickly getting access to higher end gear. Players typically hit optimize, then manually change whatever else is needed, meaning optimize is often never the final say anyway.


    I may work on this in the future, but it's low priority as of now as it has low value to enhancing a game's playing experience.


    I understand that.

    But overall the issue moist likely can be fixed yes? If the optimize option doesn't work like it should work in my opinion then I would personally prefer to completely remove the optimize feature tho I'm not sure how most people would receive that. I personally prefer to manually put the equipment on, I just want it there for other people's convenience sake. 
  10. Any JRPGer worth their salt would most likely never use the optimize equipment anyway. Not only is it wrong in most games, not taking into account other benefits for weapons than flat stats (and this isn't just RPG Makers), but it takes the fun of customization away from the players. I vote to remove the optimize effect entirely, shouldn't be hard to do, but since this is starting to sound like a request...I am going to head over to...
     





    Oh and Yanfly, THORNMAIL! I love you man/woman/rabbit/thing
  11. Bug report regarding resources in use by Battle Engine Core - the script lets a user select animations for use to indicate certain common events like magical skill use, physical skill use, and so forth. RPG Maker now has support for scripts setting specific resources, animations included, to be ignored by the unused-resource-exclusion feature of deployment, but the script doesn't seem to make use of this (perhaps because it refers to animations in the database, rather than animation resources - I don't know if it's possible to get from animation-in-database to resources used by that animation, and to dynamically say 'nope, don't exclude this one', though.)


    May also affect any other script that uses animations or resources, but this is where I've encountered it the most.


    Plugin Name: Battle Engine Core (YEP_BattleEngineCore)


    Error Message: Does produce an error message, but it's variable; I'll explain why below. Here's an example:


    'Failed to load: img/animations/StateDown1.png'


    Failed to load: iFailed to load: img/animations/StateDown1.pngmg/animations/StateDown1.png


    How to Replicate Bug:


    Create a new project.


    Add YEP_BattleEngineCore to project.


    Set project to use side view battles.


    Set up game with accessible event containing battle processing.


    Deploy project for web browsers with 'exclude unused files' option selected; the bug is also replicable if exporting for Windows, but exporting for web browsers makes something about the issue obvious.


    Start battle in deployed project.


    What happens here depends on what skill you attempt to have an actor use (or see an enemy attempt to use), but using just the default project (with an accessible battle added), Spark (usable by Harold) has the game stop and complain that it failed to load StateDown1.png. If you exported for web browsers, you can look in the deployed project's img/animations folder and see that StateDown1.png was indeed not included in the deployed project.
  12. Feldherren said:
    Plugin Name: Battle Engine Core (YEP_BattleEngineCore)


    Error Message: Does produce an error message, but it's variable; I'll explain why below. Here's an example:


    'Failed to load: img/animations/StateDown1.png'


    Failed to load: iFailed to load: img/animations/StateDown1.pngmg/animations/StateDown1.png


    How to Replicate Bug:


    Create a new project.


    Add YEP_BattleEngineCore to project.


    Set up game with accessible event containing battle processing.


    Deploy project for web browsers with 'exclude unused files' option selected; the bug is also replicable if exporting for Windows, but exporting for web browsers makes something about the issue obvious.


    Start battle in deployed project.


    What happens here depends on what skill you attempt to have an actor use (or see an enemy attempt to use), but using just the default project (with an accessible battle added), Spark (usable by Harold) has the game stop and complain that it failed to load StateDown1.png. If you exported for web browsers, you can look in the deployed project's img/animations folder and see that StateDown1.png was indeed not included in the deployed project. RPG Maker now has support for scripts setting specific resources, animations included, to be ignored by the unused-resource-exclusion feature of deployment, but your script doesn't make use of this (perhaps because it refers to animations in the database, rather than animation resources - I don't know if it's possible to get from animation-in-database to resources used by that animation, and to dynamically say 'nope, don't exclude this one').


    This isn't a bug. If the game is trying to use a file during the animation that doesn't exist of course it's going to give you an error. It has nothing to do with Battle Engine Core so all you are doing is wasting Yanfly's time with this. If the file is referenced anywhere in the project then the stripper shouldn't even touch it in the first place. Personally if I felt the need to get rid of files files that aren't being used in the game I'd just do it the old school way: Manually hunt it down and delete it.
  13. I think it is a valid report; RPG Maker has support for scripts excluding resources they use from the resource-exclusion function. YEP_BattleEngineCore is not using this (though as noted in my edit for clarification, I'm not sure if it can.)
  14. Feldherren said:
    I think it is a valid report; RPG Maker has support for scripts excluding resources they use from the resource-exclusion function. YEP_BattleEngineCore is not using this (though as noted in my edit for clarification, I'm not sure if it can.)


    This is not a bug with the plugin but because of something YOU did as you are in no way referencing any sort of file in any of the parameters in the Battle Core so it's in no way responsible for the missing file.
  15. Star, I literally just created a default project, added YEP_BattleEngineCore.js and set the project to use it, set the project to side-view, set up an event with an accessible battle, and deployed it with the option to remove 'unused' resources. I did not alter any of the default animations, I did not add or remove anything to or from the default project except YEP_BattleEngineCore.js. YEP_BattleEngineCore by default uses a set of animations (that are set up in the database by default, and in the default project do have assets), and those animation assets are being excluded because the script hasn't informed RPG Maker that it is using them.


    YEP_BattleEngineCore uses animations itself; you can select them in the plugin options, via animation-in-database ID (it's the section of parameters titled ---Animation---). Those animations you select can use animation image files (and sound effects). RPG Maker's deployment does not realise that the script uses those files, so it doesn't seem to attempt to keep files used by those animations - because the script does not say 'I'm using those files'.


    If I had to guess, animations set up in the database but not actually used by a skill or anything else the basic engine is aware of are not considered 'used', so assets those animations refer to are not preserved, but I don't know for certain. What I do know is that I have not added or removed any assets myself from the default project except for YEP_BattleEngineCore.js, that reporting a potential issue is better than it not being reported, and that I think Yanfly (and not you, or I) should be the one to determine if this is a valid report and if his scripts should attempt to preserve resources they use.
  16. Feldherren said:
    Star, I literally just created a default project, added YEP_BattleEngineCore.js and set the project to use it, set the project to side-view, set up an event with an accessible battle, and deployed it with the option to remove 'unused' resources. I did not alter any of the default animations, I did not add or remove anything to or from the default project except YEP_BattleEngineCore.js. YEP_BattleEngineCore by default uses a set of animations (that are set up in the database by default, and in the default project do have assets), and those animation assets are being excluded because the script hasn't informed RPG Maker that it is using them.


    YEP_BattleEngineCore uses animations itself; you can select them in the plugin options, via animation-in-database ID (it's the section of parameters titled ---Animation---). Those animations you select can use animation image files (and sound effects). RPG Maker's deployment does not realise that the script uses those files, so it doesn't seem to attempt to keep files used by those animations - because the script does not say 'I'm using those files'.


    If I had to guess, animations set up in the database but not actually used by a skill or anything else the basic engine is aware of are not considered 'used', so assets those animations refer to are not preserved, but I don't know for certain. What I do know is that I have not added or removed any assets myself from the default project except for YEP_BattleEngineCore.js, that reporting a potential issue is better than it not being reported, and that I think Yanfly (and not you, or I) should be the one to determine if this is a valid report and if his scripts should attempt to preserve resources they use.


    Based on what I read just now, it sounds like it is a bug with the deployment option itself and not the plugin. Its reasons like this I prefer to manually hunt down and delete files myself.
    I can't really trust stuff like that anyway.

    I want to point out that it is only the ID of the animation the plugin is pointing to, not a specific file so the stripper is not going to take note of that.
  17. Yes, that's why I said I'm not sure the script can account for it. But if the script could it'd be great.


    Oh, and I'm not sure this is a bug of the deployment thing. At the same time that was implemented, the ability for scripts to say 'keep this' was also implemented. It's not exactly a bug in Yanfly's scripts, either, really just functionality that has not been taken advantage of, but it also means Yanfly's scripts are incompatible with the deployment option to remove unwanted resources.


    Ultimately it's up to Yanfly.
  18. Feldherren said:
    Yes, that's why I said I'm not sure the script can account for it. But if the script could it'd be great.


    I'm not certain if this problem can be fixed as I have no experience with JS coding. Yanfly is the coding expert here so I'll let him/her determine this. I'm just some guy who is a self-proclaimed expert of RPG Maker MV/VX ACE.
  19. Feldherren said:
    Bug report regarding resources in use by Battle Engine Core - the script lets a user select animations for use to indicate certain common events like magical skill use, physical skill use, and so forth. RPG Maker now has support for scripts setting specific resources, animations included, to be ignored by the unused-resource-exclusion feature of deployment, but the script doesn't seem to make use of this (perhaps because it refers to animations in the database, rather than animation resources - I don't know if it's possible to get from animation-in-database to resources used by that animation, and to dynamically say 'nope, don't exclude this one', though.)


    May also affect any other script that uses animations or resources, but this is where I've encountered it the most.


    Plugin Name: Battle Engine Core (YEP_BattleEngineCore)


    Error Message: Does produce an error message, but it's variable; I'll explain why below. Here's an example:


    'Failed to load: img/animations/StateDown1.png'


    Failed to load: iFailed to load: img/animations/StateDown1.pngmg/animations/StateDown1.png


    How to Replicate Bug:


    Create a new project.


    Add YEP_BattleEngineCore to project.


    Set project to use side view battles.


    Set up game with accessible event containing battle processing.


    Deploy project for web browsers with 'exclude unused files' option selected; the bug is also replicable if exporting for Windows, but exporting for web browsers makes something about the issue obvious.


    Start battle in deployed project.


    What happens here depends on what skill you attempt to have an actor use (or see an enemy attempt to use), but using just the default project (with an accessible battle added), Spark (usable by Harold) has the game stop and complain that it failed to load StateDown1.png. If you exported for web browsers, you can look in the deployed project's img/animations folder and see that StateDown1.png was indeed not included in the deployed project.


    Feldherren said:
    I think it is a valid report; RPG Maker has support for scripts excluding resources they use from the resource-exclusion function. YEP_BattleEngineCore is not using this (though as noted in my edit for clarification, I'm not sure if it can.)


    Feldherren said:
    Star, I literally just created a default project, added YEP_BattleEngineCore.js and set the project to use it, set the project to side-view, set up an event with an accessible battle, and deployed it with the option to remove 'unused' resources. I did not alter any of the default animations, I did not add or remove anything to or from the default project except YEP_BattleEngineCore.js. YEP_BattleEngineCore by default uses a set of animations (that are set up in the database by default, and in the default project do have assets), and those animation assets are being excluded because the script hasn't informed RPG Maker that it is using them.


    YEP_BattleEngineCore uses animations itself; you can select them in the plugin options, via animation-in-database ID (it's the section of parameters titled ---Animation---). Those animations you select can use animation image files (and sound effects). RPG Maker's deployment does not realise that the script uses those files, so it doesn't seem to attempt to keep files used by those animations - because the script does not say 'I'm using those files'.


    If I had to guess, animations set up in the database but not actually used by a skill or anything else the basic engine is aware of are not considered 'used', so assets those animations refer to are not preserved, but I don't know for certain. What I do know is that I have not added or removed any assets myself from the default project except for YEP_BattleEngineCore.js, that reporting a potential issue is better than it not being reported, and that I think Yanfly (and not you, or I) should be the one to determine if this is a valid report and if his scripts should attempt to preserve resources they use.


    Feldherren said:
    Yes, that's why I said I'm not sure the script can account for it. But if the script could it'd be great.


    Oh, and I'm not sure this is a bug of the deployment thing. At the same time that was implemented, the ability for scripts to say 'keep this' was also implemented. It's not exactly a bug in Yanfly's scripts, either, really just functionality that has not been taken advantage of, but it also means Yanfly's scripts are incompatible with the deployment option to remove unwanted resources.


    Ultimately it's up to Yanfly.



    This report is invalid. 


    If you expect the plugin to work without modifying the settings to comply with your project and you've modified your project outside of the default mode (this includes checking Unused Resources), you are using the wrong plugin and wrong plugin library then.
  20. Equip Core >> Change Battle Equip


    Features and How to Use










    This plugin enables your player to be able to switch out an actor's equips mid-battle. This will take the player to the Equip menu rather than leave the player inside the battle scene.


    Plugin and Instructions: http://yanfly.moe/2016/03/13/yep-83-change-battle-equip/