Yanfly, I have a question pertaining to the "200MB" file size part of the "report an error/bug" template.
Why is it that file size can affect how plugins work?
(Sorry in advance for the long-winded post)
Main reason I ask is that recently, my project went over 1 GIG in size, and suddenly a lot of your plugins stopped working. No error codes or anything, they just stopped.
I could still make calls to them without trouble... But, well, the ones I was attempting to use, along with a lot more of them, but the ones in particular I found trouble with were the MessageCore and ExtendedMessagePack1,
The issue with Message Core was that it stopped allowing me to move the message box around when using plugin commands. And the issue with EMP1 was that the letter sounds stopped playing.
Really rather trivial gripes, but I did as you said and followed the steps, except for whittling down my project to 200MB...
Instead I tried the CoreEngine, MessageCore and EMP1 in a new project, and they work fine.
Could you explain the file size problem if possible? I really want to use your plugins, but if the file size is an issue, I may have to just go with silent, non letter sound characters, which is a bummer because I fell in love with the effect thanks to the Golden Sun series.
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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Could you explain the file size problem if possible?
He mentioned in one of his posts, I can't remember where, the reason, but it is fairly important to have a low file size!
I recommend duplicating your project, (literally just copy paste your ENTIRE folder) and then delete anything un-essential from there, such as 99% of your maps (except one that is bugged for reference) and any non-essential graphical files! That will whittle it down by quite a bit, I would think! -
He mentioned in one of his posts, I can't remember where, the reason, but it is fairly important to have a low file size!
I recommend duplicating your project, (literally just copy paste your ENTIRE folder) and then delete anything un-essential from there, such as 99% of your maps (except one that is bugged for reference) and any non-essential graphical files! That will whittle it down by quite a bit, I would think!
Wait so, I can't use his plugins if I plan on making a large game with tons of content that pertains entirely to the story line with this? Or is that just some of them, like the message system and letter sounds?
The only problem is, it's not just one map where I encounter the issue.
It's every map with those specific plugin calls or message box commands to said plugins..
Guess I'll just have to not use the message core and associated plugins....
That makes me really sad....
So long Golden Sun style letter sounds... ;_; -
Yanfly, I have a question pertaining to the "200MB" file size part of the "report an error/bug" template.
Why is it that file size can affect how plugins work?
(Sorry in advance for the long-winded post)
Main reason I ask is that recently, my project went over 1 GIG in size, and suddenly a lot of your plugins stopped working. No error codes or anything, they just stopped.
I could still make calls to them without trouble... But, well, the ones I was attempting to use, along with a lot more of them, but the ones in particular I found trouble with were the MessageCore and ExtendedMessagePack1,
The issue with Message Core was that it stopped allowing me to move the message box around when using plugin commands. And the issue with EMP1 was that the letter sounds stopped playing.
Really rather trivial gripes, but I did as you said and followed the steps, except for whittling down my project to 200MB...
Instead I tried the CoreEngine, MessageCore and EMP1 in a new project, and they work fine.
Could you explain the file size problem if possible? I really want to use your plugins, but if the file size is an issue, I may have to just go with silent, non letter sound characters, which is a bummer because I fell in love with the effect thanks to the Golden Sun series.
The filesize of your project does not determine if plugins work. The reason why I'm not accepting any uploaded projects over 200 MB is because people have been uploading their entire 1 GB projects in a copy/pasted form into a new project. This takes up a lot of time to download, especially when it typically results in me telling the player an error that they've made on their part and not mine. My Recycle Bin should not stack up to 10+ GB of "empty" RPG Maker projects each day for the purpose of fixing bugs.
However, you should follow these basic trouble shooting steps:
***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 rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.
3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?
4. 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.
5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.
6. 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. -
Wait so, I can't use his plugins if I plan on making a large game with tons of content that pertains entirely to the story line with this? Or is that just some of them, like the message system and letter sounds?
The only problem is, it's not just one map where I encounter the issue.
It's every map with those specific plugin calls or message box commands to said plugins..
Guess I'll just have to not use the message core and associated plugins....
That makes me really sad....
So long Golden Sun style letter sounds... ;_;
No no no no no!! That isnt what I'm saying!!! The version you send to Yanfly can be a copy of the original just with a smaller file size! It takes up a lot of time to download, and it makes it pointless when it is (and it usually is) a user error and not actually a bug!
Ninja Bunny Yanfly Strikes again! :ninja: -
FlyingDream's Enemy Level Calculator
That's much better than my little TI-83 (don't ask.. it worked for what I was using at the time lol) program I made for a similar purpose. :D -
The filesize of your project does not determine if plugins work. The reason why I'm not accepting any uploaded projects over 200 MB is because people have been uploading their entire 1 GB projects in a copy/pasted form into a new project. This takes up a lot of time to download, especially when it typically results in me telling the player an error that they've made on their part and not mine. My Recycle Bin should not stack up to 10+ GB of "empty" RPG Maker projects each day for the purpose of fixing bugs.
However, you should follow these basic trouble shooting steps:
***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 rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.
3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?
4. 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.
5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.
6. 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.
Ohhhhhh... That makes perfect sense.
Also, I didn't know about the "opening them up" thing. Or... at least, I don't think I did. I'll give that a shot.
And no, Yanfly, I'm just using your plugins. -
No no no no no!! That isnt what I'm saying!!! The version you send to Yanfly can be a copy of the original just with a smaller file size! It takes up a lot of time to download, and it makes it pointless when it is (and it usually is) a user error and not actually a bug!
Ninja Bunny Yanfly Strikes again! :ninja:
I sincerely thank both you and Yanfly for correcting my misunderstanding of this! :D -
Guess what! ....Updating the plugins worked! Thank you both (Yanfly and Kloe) so VERY much! <3
For someone who's had almost every single version of RM, I sure had a newbie moment right there... -
Add this in line 98 of the plugin parameters: if (baseDamage === 0 && item.damage.type === 1) { value = Math.max(1, value) }
Thank you so much !!! :D :D -
YAY FOR GOLDEN SUN STYLE VOICES!
You did this for me, Yanfly! :D
One more question, and I know it's a bit of a doozy, but...
Hypothetically, if I wanted to create combo attacks sort of like the ones from Chrono Trigger, but with a bit of a Final Fantasy twist where it depends on a meter's fullness, would utilizing YEP_ActorVariables, YEP_SkillCore, YEP_PartyLimitGauge, and YEP_PartySystem make it possible? -
Speaking of voices, is it possible to have it so the letter sounds from Message Pack 1 can be different depending on the character talking? I think it'd be cool to give each character their own "voice" with the text sound.
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Speaking of voices, is it possible to have it so the letter sounds from Message Pack 1 can be different depending on the character talking? I think it'd be cool to give each character their own "voice" with the text sound.
thats more of lets add some shiny to the game instead of a machanic.... besides just use a voice over for characters......... it does require you to get the timing perfect for all the waits between each line of text -
*sad shrug*
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Hi Yanfly. It's a little weird when using an item/skill with scope "ALL" to watch the cursor that can select like a single skill.
Another thing is the Battle Engine Core (I think). When I select the enemies in battle, the right/left are inverted.
PS - Can you implement the shadow also for enemies that have the float effect? -
Hey, @Yanfly -- your stuff is all fantastic, and I created a profile here just so I can get your feedback on a bug I'm experiencing.
Basically, in any troop encounter with exactly two enemies, the arrow keys no longer function as a means of selecting enemies for Attacks, Skills, etc. The mouse works fine. Pressing the arrow keys, however, will play the appropriate noise, but fail to move to the next target in either direction.
I haven't made any major changes to the database recently, nor have I edited anything regarding these enemies (they worked fine just a week ago). I don't use Target Core at all, so it can't be anything to do with that. My only assumption is that it's some kind of bug with the YEP Core Engine or YEP Battle Engine, as I've only experienced this bug after updating my plugins.
Of course, I also know a lot less about this stuff than you do, so I could be missing something very obvious...
Anyway, thanks for all the work you've done, and thanks for the help. I'd be happy to provide more details/answers if needed. -
Speaking of voices, is it possible to have it so the letter sounds from Message Pack 1 can be different depending on the character talking? I think it'd be cool to give each character their own "voice" with the text sound.
Extended Message Pack 1 already gives you the ability to change the letter sound.
* LetterSoundName Cursor2
* - This will replace the current letter sound with the written filename.
* The filename is case sensitive. Do not use the file extension.
Hi Yanfly. It's a little weird when using an item/skill with scope "ALL" to watch the cursor that can select like a single skill.
Another thing is the Battle Engine Core (I think). When I select the enemies in battle, the right/left are inverted.
PS - Can you implement the shadow also for enemies that have the float effect?
I'm assuming you meant to say "can select things like a single enemy". If so, this is not that it's selecting a single enemy, but rather, the battle engine making this a confirmation step. If you don't wish to use this, turn this parameter off:
* @param Select Help Window
* @desc When selecting actors and enemies, show the help window?
* NO - false YES - true
* @default true
"Right/Left" controls are not inverted. They are simply selected from the furthest right as indicated by this parameter:
* @param Enemy Auto Select
* @desc Changes what enemy is automatically selected at first.
* LEFT - 0 RIGHT - this.furthestRight()
* @default this.furthestRight()
Animated floating enemies already have shadows. If you want it for statics, then that's a no go since static sprites are handled differently. -
Extended Message Pack 1 already gives you the ability to change the letter sound.
* LetterSoundName Cursor2
* - This will replace the current letter sound with the written filename.
* The filename is case sensitive. Do not use the file extension.
WOO HOO! I love details like this! -
Can someone please help me with Target Core plugin?
I tried to make a custom selection that select enemy column rather than row.
Tried using this :
<Custom Target Eval>
for (var i = 0; i < foes.aliveMembers().lenght; i++) {
var member = foes.aliveMembers();
if (i === 0) target.push(member);
if (i === 3) target.push(member);
if (i === 6) target.push(member);
}
</Custom Target Eval>
With enemy formation like :
6 7
3 5 6
0 1 2
The code works but the problem is, it does not showing the target selection to all enemies that being target (0, 3 & 6), the selection only show on the selected target where the mouse cursor is or using the keyboard to select the target.
Please help me with this.... ??
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Hello,
I'm new to RPGM MV and I was playing around with your plugins today. While using YEP_X_BattleSysATB I noticed a slight stutter with the ATB gauges. First, I searched the source page and saw the comment from Patryk on December 28, 2015 and your reply that said it was a potential lag because of the redrawing. However, I noticed that the "lag" in the ATB gauge occurs whenever the "endTurn" function is called.
For instance, if I go to my plugins properties within my project and set the "Full Turn" to something really low like 2, you'll see the stutter occur very often.
I looked at the code around endTurn and saw these lines (lines 986-994 of YEP_X_Battle_SysATB)
BattleManager.updateATBTicks = function() {
this._atbTicks += 1 * this.tickRate();
if (this._atbTicks < this._atbFullTurn) return;
$gameTroop.increaseTurn();
this._atbTicks = 0;
if (this.isTurnBased()) {
this.endTurn();
} else {
// this.endTurn(); <- I commented this out.
}
};
When this is commented the lag is 100% gone. My question is, what's the purpose of this if-else statement? It seems to just do endTurn in either case. Is it supposed to act that way? Does the ATB system even need a "turn end"? - Sorry, like I said, I am 100% new to MV and your scripts and not certain what controls what.
Thanks for all your hard work!
Ed aka Palin