[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 177 of 309 View original ↗
  1. Hello Yanfly,


    I don't know if it's just me but I tried to access the page Class Base Parameters on your website and It said : page not found.
  2. @Yanfly could you make an add-on for the Selection Control that has the same functionality of Moghunter's Battle Cursor?
  3. @Chaos17Look at the date next to "Released".
  4. GameFire said:
    @Chaos17Look at the date next to "Released".

    Ah, crap.


    Why did I read march instead XD


    Thanks!
  5. @Chaos17Yeah that confused me the first time too. Which was why I promptly got an RSS feed for Yanfly's site so my computer automatically tells me when something is added.
  6. Plugin Name: YEP_SpecialParamFormula.js


    Error Message: "Undefined is not a Function"Screenshot - Error


    How to Replicate Bug: Not a clue....  I turned off the only plugin I can find that would conflict with this one and the error still comes up.  All I did was place the plugins in order into my game and try to walk over a Floor Damage tile.  The error happens when I try to do this, but not when I turn off the plugin in question.  If I turn it off, the Floor Damage works as intended.
  7. Hi Yanfly. Excellent plugins! Encountering a problem though.


    Plugin Name: YEP_X_Subclass


    Error Message: Uncaught ReferenceError: Yes is not defined
    rpg_managers.js:1722 TypeError: undefined is not a function
        at Game_Actor.isSublcassEarnJp (file:///C:/Users/Michael/Documents/Games/Quest/js/plugins/YEP_JobPoints.js:489:15)
        at Game_Actor.gainJp (file:///C:/Users/Michael/Documents/Games/Quest/js/plugins/YEP_JobPoints.js:482:52)
        at Game_Actor.levelUp (file:///C:/Users/Michael/Documents/Games/Quest/js/plugins/YEP_JobPoints.js:521:8)
        at Game_Actor.changeExp (file:///C:/Users/Michael/Documents/Games/Quest/js/rpg_objects.js:3870:14)
        at Game_Actor.changeLevel (file:///C:/Users/Michael/Documents/Games/Quest/js/rpg_objects.js:3933:10)
        at Game_Party.<anonymous> (file:///C:/Users/Michael/Documents/Games/Quest/js/rpg_objects.js:4868:19)
        at Array.forEach (native)
        at Game_Party.setupBattleTestMembers (file:///C:/Users/Michael/Documents/Games/Quest/js/rpg_objects.js:4865:30)
        at Game_Party.setupBattleTest (file:///C:/Users/Michael/Documents/Games/Quest/js/rpg_objects.js:4860:10)
        at Game_Party.setupBattleTest (file:///C:/Users/Michael/Documents/Games/Quest/js/plugins/YEP_SkillLearnSystem.js:627:43)


    How to Replicate Bug: This error only occurs when the Subclass plugin is active and at the start of battle. The only parameters changed are 'Subclass command' (named it Specialisation) and 'Show command' (false). I have attached an image of my actor notes incase the error is there. If the actor level is low, the battle will start but the error will occur when the first person (actor or enemy) uses a move other than Guard. Possibly having something to do with the animation (which are default). If I set the actor levels higher during the test, the battle will not start and instead I get the error message straight away.


    Many thanks and hoping you can help!


    View attachment 36955
  8. Hey, I hope this is the correct section to write this down.


    Plugin Name: YEP_X_CounterControl


    Error Message: None.


    How to Replicate Bug: I dont exactly know if my problem is intended to be so by your plugin or not. My problem is the following:


    I have set the default Counter Total in the plugin default section to 1. I set the Counter Rate of the actor and the enemy to 100%. The problem occurs when my actor and an enemy start counter attacking each other. Its not the counter attacking sequence itself, which doesn't go as i thought, but the fact, that after those counter attacks, my actor wont execute his own normal attack (or any other abilities). Here is exactly whats happening:


    0. The battle begins.


    1. I select the *Normal Attack* attack with my actor and target the enemy.


    2. The enemy strikes with a normal attack (because he has more agility/dexterity and begins with his attack).


    3. My actor responds with a counter attack.


    4. The enemy responds with a counter attack aswell.


    5. The turn is over and I have to chose my next action for the next turn.


    As you can see, my actor and the enemy responds with their counter attacks as intendet. But then my Actor does not perform his action at all.


    Here are some information:


    - I have the newest Yanfly's plugins installed (done on 20.04.16). I don't use any non-Yanfly plugins. I turned of all not related Plugins (active plugins: CoreEngine, BattlleEngineCore and CounterControl). I haven't changed the default settings of any of those plugins, other than the default Counter Total option (to 1). The plugins are installed exactly in order shown on your website. I did not rename any of the plugins.


    - It doesn't matter who attacks first. If my actor attacks first, then the enemy ends up not performing his action.


    - The attacks both are using are the default *Normal attacks*.


    - I don't use ANY notetags.


    - Important: While trying to figure out whats wrong I temporaryly activated your BattleStatusWindow plugin. Whilest doing that I also changed default Counter Total to 2. This gave me following intel: While attacking and counterattacking, the next action my actor will perform is shown in the top left corner of the actors profile picture. After the fight begins, the attacking symbol is displayed as intendet. The sybol suddenly changes to nothing (the next action symbol becomes gray) right after the enemy countered my counterattack. This would be the moment between 4. and 5. in my example. (In case of Counter Total = 2 my example would have counter attack by the actor as the 5. point and counter attak by the enemy as the 6. point.) It doesn't matter how many counter attacks are set, the action always cancles exactly after a character recieves a "counter-counterattack".


    - It doesn't matter what action the actor or enemy is performing (it seems).


    - Testing this plugin is pretty much the first thing I did after creating the project yesterday.


    Since I didn't do almost any fancy stuff yet, I'm especially unsure if I didn't understand something properly.


    I hope this post isn't to long and I hope you can help me out aswell.


    Romepizza
  9. Kazyn said:
    I don't suppose there is a way to make certain skills ignore the skill-equip system with Equip Battle Skills (and Equip Skill Tiers if applicable), is there? I want to make it so only passive skills have to be equipped, while all others are available whenever during battle. Think Bravely Default style, where certain passives could be equipped and more powerful ones could use up more than one available slot.


    My current work around is to give a copious amount of skill slots for active skills which allows for them all to be used and then assign passive skills to their own tier which is much more limited. However, having to equip each and every skill for a class is a step I'd like to be able to skip, if possible.


    In the past, I've been using the Equip Skill System by Moogle_X along side his Passive Skill plugins but I'd like to consolidate to using just Yanfly's plugins mainly for compatibility's sake. Already there have been a few compatibility issues that I've implemented crude work-arounds for.



    Currently, there isn't.


    ---

    firestalker said:
    Plugin Name: YEP_SpecialParamFormula.js


    Error Message: "Undefined is not a Function"Screenshot - Error


    How to Replicate Bug: Not a clue....  I turned off the only plugin I can find that would conflict with this one and the error still comes up.  All I did was place the plugins in order into my game and try to walk over a Floor Damage tile.  The error happens when I try to do this, but not when I turn off the plugin in question.  If I turn it off, the Floor Damage works as intended.



    Thanks, I'll get this taken care of by tonight.


    ---

    romepizza said:
    Hey, I hope this is the correct section to write this down.


    Plugin Name: YEP_X_CounterControl


    Error Message: None.


    How to Replicate Bug: I dont exactly know if my problem is intended to be so by your plugin or not. My problem is the following:


    I have set the default Counter Total in the plugin default section to 1. I set the Counter Rate of the actor and the enemy to 100%. The problem occurs when my actor and an enemy start counter attacking each other. Its not the counter attacking sequence itself, which doesn't go as i thought, but the fact, that after those counter attacks, my actor wont execute his own normal attack (or any other abilities). Here is exactly whats happening:


    0. The battle begins.


    1. I select the *Normal Attack* attack with my actor and target the enemy.


    2. The enemy strikes with a normal attack (because he has more agility/dexterity and begins with his attack).


    3. My actor responds with a counter attack.


    4. The enemy responds with a counter attack aswell.


    5. The turn is over and I have to chose my next action for the next turn.


    As you can see, my actor and the enemy responds with their counter attacks as intendet. But then my Actor does not perform his action at all.


    Here are some information:


    - I have the newest Yanfly's plugins installed (done on 20.04.16). I don't use any non-Yanfly plugins. I turned of all not related Plugins (active plugins: CoreEngine, BattlleEngineCore and CounterControl). I haven't changed the default settings of any of those plugins, other than the default Counter Total option (to 1). The plugins are installed exactly in order shown on your website. I did not rename any of the plugins.


    - It doesn't matter who attacks first. If my actor attacks first, then the enemy ends up not performing his action.


    - The attacks both are using are the default *Normal attacks*.


    - I don't use ANY notetags.


    - Important: While trying to figure out whats wrong I temporaryly activated your BattleStatusWindow plugin. Whilest doing that I also changed default Counter Total to 2. This gave me following intel: While attacking and counterattacking, the next action my actor will perform is shown in the top left corner of the actors profile picture. After the fight begins, the attacking symbol is displayed as intendet. The sybol suddenly changes to nothing (the next action symbol becomes gray) right after the enemy countered my counterattack. This would be the moment between 4. and 5. in my example. (In case of Counter Total = 2 my example would have counter attack by the actor as the 5. point and counter attak by the enemy as the 6. point.) It doesn't matter how many counter attacks are set, the action always cancles exactly after a character recieves a "counter-counterattack".


    - It doesn't matter what action the actor or enemy is performing (it seems).


    - Testing this plugin is pretty much the first thing I did after creating the project yesterday.


    Since I didn't do almost any fancy stuff yet, I'm especially unsure if I didn't understand something properly.


    I hope this post isn't to long and I hope you can help me out aswell.


    Romepizza



    This shouldn't be occurring, did you follow ALL of the basic trouble shooting steps from the bug page? 


    BASIC TROUBLE SHOOTING


    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.
  10. Yanfly said:
    Remove class 2, 3, 4 from the unlocked classes in the Plugin Parameters. The unlocked classes there will always be available.

    Hi Yanfly, I tested again by removing the all the classes in the Plugin parameters. This helped but there is still a problem. Upon further testing, it is confirmed that once you have switched to a class, that class seems to be "marked" and cannot be deleted with RemoveClassAll. But as stated previously, the class is only selected once at the beginning of the game during character creation so the class really isn't picked, but simply clicked on to see what stat it looks like. It would be great if this can be fixed.  :)
  11. watermark said:
    Hi Yanfly, I tested again by removing the all the classes in the Plugin parameters. This helped but there is still a problem. Upon further testing, it is confirmed that once you have switched to a class, that class seems to be "marked" and cannot be deleted with RemoveClassAll. But as stated previously, the class is only selected once at the beginning of the game during character creation so the class really isn't picked, but simply clicked on to see what stat it looks like. It would be great if this can be fixed.  :)



    cExRuzP.jpg


    I unlocked the Champion class via plugin command and switched to it. Switched Lucius to a Cadet then removed the Champion class via plugin command. It gets removed. Everything's working as intended here.


    By chance, are you trying to remove the class while the character is in that class? And do you have the class with unlock requirements from other levels? If it's any of those two, you'll come out with complications.
  12. Yanfly said:
    This shouldn't be occurring, did you follow ALL of the basic trouble shooting steps from the bug page? 

    Yes I did.
     


    1. I downloaded the newest versions of the plugins.


    2. I did not rename anything.


    3. The order is: Core Engine


                              BattleEngineCore


                               CounterControl


    4. I didn't update the plugins, but redownloaded them and put the correct ones in the js/plugins folder.


    5. No non-Yanfly plugins installed.


    6. I always save the project after editing the plugin manager.


    I just created a new Project and downloaded and installed CoreEngine, BattleEngineCore and CounterControl. The only thing I changed was setting the Counter Rate of both, actor and enemy, to 100%. The same happened again. I am using the german version of RPG Maker MV.


    Do I do something wrong or am I missing something? Are there any notetags I HAVE to set?
  13. Yanfly said:
    Currently, there isn't.



    Thank you for the response.
  14. romepizza said:
    Yes I did.
     


    1. I downloaded the newest versions of the plugins.


    2. I did not rename anything.


    3. The order is: Core Engine


                              BattleEngineCore


                               CounterControl


    4. I didn't update the plugins, but redownloaded them and put the correct ones in the js/plugins folder.


    5. No non-Yanfly plugins installed.


    6. I always save the project after editing the plugin manager.


    I just created a new Project and downloaded and installed CoreEngine, BattleEngineCore and CounterControl. The only thing I changed was setting the Counter Rate of both, actor and enemy, to 100%. The same happened again. I am using the german version of RPG Maker MV.


    Do I do something wrong or am I missing something? Are there any notetags I HAVE to set?



    EDIT: Nevermind, found the bug. I'll get this fixed by tonight.


    ---

    watermark said:
    @Yanfly The RemoveClass is working but RemoveClassAll does not appear to work. I've created another demo which you can take a look at the original link:


    http://watermarkrpg.weebly.com/download-area.html



    The RemoveClassAll function removes only from the global pool so you'd need to use the individual RemoveClass plugins to work this effect. However, I can see why this would cause confusion. I'll make an update for this tonight.
  15. Base Parameter Control >> Class Base Parameters


    Features and How to Use










    For those who don’t like the way base parameters are determined by the editor, you can use your own formulas to determine the parameter growth for each class using this plugin. This plugin also allows you to adjust the exp needed for each level per class.


    Plugin Download and Instructions: http://yanfly.moe/2016/04/24/yep-95-class-base-parameters/
  16. Yanfly said:
    Base Parameter Control >> Class Base Parameters


    Features and How to Use










    For those who don’t like the way base parameters are determined by the editor, you can use your own formulas to determine the parameter growth for each class using this plugin. This plugin also allows you to adjust the exp needed for each level per class.


    Plugin Download and Instructions: http://yanfly.moe/2016/04/24/yep-95-class-base-parameters/





    KWEH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! this is the attribute plug in i was waiting for *_*


    one question can i use lunatic mode to make an X for the fomula so that i can have it grow stats on RNG?
  17. Hi,


    I would like to know if your new plugin accept advanced math formula ?


    Example from the help thread of damage formula :


    Math.min(a.atk, a.atk*(a.atk/(b.def*2)))


    It's just and example to know if the plugin can handle heavy math or not.
  18. Crimson Dragon Inc. said:
    KWEH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! this is the attribute plug in i was waiting for *_*


    one question can i use lunatic mode to make an X for the fomula so that i can have it grow stats on RNG?



    You could, but you'd need to make a way for it to store the random gain on level up. Otherwise, this is just for the base stats.


    ---

    Chaos17 said:
    Hi,


    I would like to know if your new plugin accept advanced math formula ?


    Example from the help thread of damage formula :


    Math.min(a.atk, a.atk*(a.atk/(b.def*2)))


    It's just and example to know if the plugin can handle heavy math or not.



    It can handle advanced math. However, as it is base formula for base stats, don't use stats like ATK, DEF, MAT, etc. inside of it since that'll cause infinite loops. Otherwise, things like Math.pow(user.level, 2), etc. work fine.
  19. @Yanfly Just out of curiousity what exactly is Lunatic mode and do all of your plugins support it by default? That's all I want to know.