[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 140 of 309 View original ↗
  1. radajin said:
    I'd like to report a bug, i have no idea where this problem would come from or even which plugin may be affecting it, so here is a screen shot of the plugins i have installed the state i'm attempting to use, and the enemy thats supposed to be immune to the stat.


    When i use a weapon that is already created as a "fire" sword with the attack element Fire set in the data base, then my Fire immune enemy takes 0 damage. As it should,. 


    Now when i try to add a state that changes the attack element to fire, and hit the exact same enemy, it does normal damage as if no element was applied, but if it's weak to said element, it enhances the damage as normal. Here are some examples i'm dealing with.


    Fire immune enemy, Apply attack element fire to weapon through use of a skill to apply a state that changes attack element to fire. Damages fire immune enemy as if not using fire element.


    .


    Same fire immune enemy who takes double damage from Ice element., Apply attack element Ice to weapon, through use of a skill to apply a state that changes attack element to Ice,  does double damage to enemy as it should. da fuq?


    There seems to be something broken with the enemy with the state rate Fire * 0%. This works for any element i try to make him immune to fire, lightning, physical. he is never immune to State applied attack element changes.


    Trying to provide as much info as i can, if you need a demo of the game in a test enviroment i can but it's like a gig in size so its not something i can compress and put on this forum.


    Like i said this doesn't affect weapons created inside the maker, just State applied weapon elements. So i think it might be something with the State plugins i have? maybe its the order i have them in? not sure whats going on but since i'm using mostly yanfly plugins i figured i might have stumbled on a bug with the states or maybe my own short comings makes me look like an imbecile. 


    Also to note the actor is using just a joe shmoe sword that does physical damage (default i think?), nothing special about it, it has like 500 ATK on it to test the damage.


    ***Edit*** i just now noticed this was under the Change battle equip. I thought i was posting in a general bug forum cuz i clicked on the report a bug at the bottom of the plug-in page. it's still a problem though and it would actually pertain to this plug in in a small way lol, enemy immune to fire? switch to different weapon.


    View attachment 33564


    View attachment 33565


    View attachment 33566



    the state just adds the fire element to the attack the normal element of the weapon will go thru as normal as the enemy has no weakness or immunity to the element (target's element of least resistance of a multi element attack is the element that is used..... with how mv currently handles elements)
  2. I have a question about the Row Formation plugin, after you change rows in battle (even with your default rows set) you maintain the rows you used in the last battle. So if you are say, knocked back during a battle to the third row from the first row - the next time you enter a battle you will be in the third row still. Is there anyway so that whenever a new battle begins the actors will start in their default rows? Im just trying to make it so that certain classes always start each battle in a certain row and when it changes during battle it will reset for the next one?
     
  3. Actually, that makes me think of a question of my own. Is it possible to assign an actor to a specific row depending on what weapon they're using? Like, actor 1 always uses a sword or some other melee weapon, so he always is stuck in the front row. Actor 2 is an archer, and because his weapon range is a longer distance, he snipes the enemy from way in the back. Actor 3 is a healer, and because they want to be as close to both the melee fighter and the ranged one (just in case he gets hit by a fireball or something), they stay in the middle row.
  4. Crimson Dragon Inc. said:
    the state just adds the fire element to the attack the normal element of the weapon will go thru as normal as the enemy has no weakness or immunity to the element (target's element of least resistance of a multi element attack is the element that is used..... with how mv currently handles elements)

    Ah, ok thanks just as long as it not a bug and me being a noob lol. thanks for the post
  5. Question about the Skill Learn System.


    I'm not sure if this is a bug or not, I'm sure I'm probably just missing something... But if you start a character with skills pre-learned, is there a way to take them off of the skill learn menu or make it read as 'Learned'? 


    Example: I make a mage that joins the party later in the game, and in the database they're set to already know Fire. Even though they already know Fire, it's still available in the learn menu. :'o 
  6. Little Adventurer said:
    I rewatched your Dash Toggle video recently and have a question. You know those Heavy Boots? I'm trying to create the opposite of that (called Calandra's Soaring Sandals) with no success. I tried EnableDashing and ToggleDashing in both a Dash Boots Common Event AND the armor notetags... and I get nothing. I haven't clicked Disable Dashing in any of my maps. Clicking Always Dash in the Options menu would nullify the point of the boots.



    What do you mean by opposite effect? Can you explain in detail?

    Warmaster Gibbon said:
    I have a question about the Row Formation plugin, after you change rows in battle (even with your default rows set) you maintain the rows you used in the last battle. So if you are say, knocked back during a battle to the third row from the first row - the next time you enter a battle you will be in the third row still. Is there anyway so that whenever a new battle begins the actors will start in their default rows? Im just trying to make it so that certain classes always start each battle in a certain row and when it changes during battle it will reset for the next one?
     



    The player has to manually readjust the rows. However, if you intend to have certain classes always be in certain rows at the start of each battle, make a battle event for turn 0, and use the plugin commands I've provided inside the plugin to do it manually.

    Little Adventurer said:
    Actually, that makes me think of a question of my own. Is it possible to assign an actor to a specific row depending on what weapon they're using? Like, actor 1 always uses a sword or some other melee weapon, so he always is stuck in the front row. Actor 2 is an archer, and because his weapon range is a longer distance, he snipes the enemy from way in the back. Actor 3 is a healer, and because they want to be as close to both the melee fighter and the ranged one (just in case he gets hit by a fireball or something), they stay in the middle row.



    Same as above.
  7. Well, the Heavy Boots disable dashing always, right? I want to create boots that do the opposite. Equip them and you'll enable dashing on the map so long as you wear them. 
  8. I may have found a bug with animated SV enemies...


    It seems that playing animations on enemies when the ASVE plugin is active, if there was an enemy transformation that turn, it causes the animation to play somewhere other than its designated location.


    I've tested this with multiple animations and if a monster is transformed that turn or the previous one, the animation won't play in the correct location.


    At least this happens with animations that targets the head of a sprite.
  9. I've been wondering about Tips and Tricks: Runic Blade.  Given how you implemented thornmail, I figured there must be another way to implement Runic Blade.  So I have a notetag to test out.
     

    Code:
    <Custom React Effect>
     if (value > 0 && !this.isPhysical()) {
      value = 0;
      target.gainMp(this.mpCost);
     }
    </Custom React Effect>

    But then I get the following error message:


    https://dl.dropboxusercontent.com/u/104421735/Buggy%20Bug.png


    TypeError: Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': float parameter 3 is non-finite.
        at TypeError (native)
        at Bitmap.gradientFillRect (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/rpg_core.js:791:24)
        at Bitmap.gradientFillRect (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/plugins/YEP_CoreEngine.js:599:41)
        at Window_BattleStatus.Window_Base.drawGauge (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/plugins/YEP_CoreEngine.js:1318:17)
        at Window_BattleStatus.Window_Base.drawActorMp (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/rpg_windows.js:566:10)
        at Window_BattleStatus.Window_Base.drawActorMp (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/plugins/YEP_SkillCore.js:1053:44)
        at Window_BattleStatus.Window_Base.drawActorMp (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/plugins/YEP_X_SkillCostItems.js:867:42)
        at Window_BattleStatus.drawGaugeArea (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/plugins/YEP_BattleStatusWindow.js:487:12)
        at Window_BattleStatus.drawItem (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/plugins/YEP_BattleStatusWindow.js:452:10)
        at Window_BattleStatus.Window_Selectable.drawAllItems (file:///C:/Users/Jeff/Documents/RPGMakerMV/TGC/js/rpg_windows.js:1250:18)






    EDIT: And yes, I realize this notetag would have caught Certain-Hit stuff too.
  10. Edit : never mind, I made a typo
  11. I've discovered a bug in the Event Chase Player Plugin.


     I do have the latest version of it. Let me explain what happens, and why I think it happens.


      Whenever I approach an event that serves as a guard who'll throw me out of the area if he catches me from an angle in which I would be approaching him diagonally, the event sprite glitches and becomes half of the sprite above it, and half of the sprite it should be. Take the image for example. In it, the event SHOULD be facing me, but instead, it looks twisted and :o scary :o like that. I think that the problem is that your plugin isn't compatible with Galv's Diagonal Movement Plugin, and I think that the event is trying to take a diagonal sprite, even though I have diagonal sprites disabled. I can't be sure of these claims, though. The only thing in the event's custom move route is:


    this._chaseRange = 6


    this._alertCommonEvent = 3


     Can you help me with this?  ;_;

    Error.PNG
  12. Deoxys Kirby said:
    I've discovered a bug in the Event Chase Player Plugin.


     I do have the latest version of it. Let me explain what happens, and why I think it happens.


      Whenever I approach an event that serves as a guard who'll throw me out of the area if he catches me from an angle in which I would be approaching him diagonally, the event sprite glitches and becomes half of the sprite above it, and half of the sprite it should be. Take the image for example. In it, the event SHOULD be facing me, but instead, it looks twisted and :o scary :o like that. I think that the problem is that your plugin isn't compatible with Galv's Diagonal Movement Plugin, and I think that the event is trying to take a diagonal sprite, even though I have diagonal sprites disabled. I can't be sure of these claims, though. The only thing in the event's custom move route is:


    this._chaseRange = 6


    this._alertCommonEvent = 3


     Can you help me with this?  ;_;


    View attachment 33635



    ***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!
  13. I think the error is that your plugin is incompatible with one of Galv's plugins. Therefore, as you stated above, I cannot use that plugin that is potentially causing the trouble.


    UPDATE: I just added some more walls to prevent the glitch from happening. I don't know if there are any more Diagonal Movement plugins out there for MV yet, but if you ever make one yourself, be sure to remember this!


    :guffaw: I love your plugins and how simple they are to use! Keep up the good work, Yanfly!
  14. I think I have a minor problem with the CTB Plugin...


    First off, there's a visual glitch with Guard.

    Spoiler
    wA9sSDv.jpg


    5nQbV9h.jpg




    As you can see, the Guard symbol appears twice on screen, and then it vanishes and the character stops guarding. Guarding should persist till their next action, but it doesn't.
  15. That's your guard state icon.
  16. @Little Paw To fix that, simply remove the icon from your "Guard" state which is probably state #2.
  17. You know... with your Taunt and Counter Control plugins enabled, do we even have a use for Target Rate or Counterattack/Magic Reflection anymore? Don't these plugins make those parameters obsolete?
  18. I'm testing the battle AI core plugin and I don't know if it's a bug or it's me who doesn't know how to make it work.


    I'm trying to code : when party level is superior to level 5, the enemy cast : Sleep.


    I know there is already a default feature for that but it never worked for me so I'm trying to do it with Yanfly plugin


    <AI Priority>


    Average Party Level > 5: Sleep,


    State !== State 10: Sleep, Random


    </AI Priority>


    The problem is that the enemy do not respect the level of my hero and cast Sleep even when my hero is just level 1.


    Yes I did tried :


    Average Party Level < 5: Sleep,


    Average Party Level => 5: Sleep,


    Average Party Level === 5: Sleep,
  19. Chaos17 said:
    I'm testing the battle AI core plugin and I don't know if it's a bug or it's me who doesn't know how to make it work.


    I'm trying to code : when party level is superior to level 5, the enemy cast : Sleep.


    I know there is already a default feature for that but it never worked for me so I'm trying to do it with Yanfly plugin


    <AI Priority>


    Average Party Level > 5: Sleep,


    State !== State 10: Sleep, Random


    </AI Priority>


    The problem is that the enemy do not respect the level of my hero and cast Sleep even when my hero is just level 1.


    Yes I did tried :


    Average Party Level < 5: Sleep,


    Average Party Level => 5: Sleep,


    Average Party Level === 5: Sleep,



    <AI Priority>


    Average Party Level > 5: Sleep,


    State !== State 10: Sleep, Random


    </AI Priority>


    I think the first check will always be false and second line will be checked. As long as you have members that arent asleep, this enemy will cast Sleep (if it can). Maybe you can try this:


    <AI Priority>


    ((Average Party Level > 5) && State !== State 10): Sleep, Random


    </AI Priority>


    It's either that or an eval, i dont remember 100%, sorry. I do hope that worked though. Someone correct me please. :D


    - Riff
  20. @Riff


    Indeed, the program only read the second line and ignored the first.


    I tried want you suggested me and it gave me this error :


    01.png