[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 195 of 309 View original ↗
  1. Hikitsune-Red said:
    Since it is not on the website, or in the Plug-In help, the answer is no. At least, at present, anyway...


    Yanfly would appreciate this thread being used for Bug Reports, so the place to ask questions based on functionality is here. For requests, please post over here.

    Thank you. I will.
  2. @Hikitsune-RedSorry about that.  I completely forgot about the debug window (Actually did not know until just a bit ago that pressing F8 even brings it up).  My apologies.  I'll try to remember it from now on :)
  3. @Yanfly I seem to have an issue, and I am not sure if this is fixable but say you have more save slots than can be fit on screen at once. the selection box or cursor will go through all the ones on screen very fast if you hold the up or down arrow but when want to go to the one that's below or above it goes at a snails pace. 
  4. Saneterre said:
    I'm so happy about this new save plugin. It means we will get new game+ in the near future, right ? I've been waiting for this one.



    The Save Core sets the basic framework for New Game+ to be possible so yes, it'll happen in the near future.


    ---

    Crimson Dragon Inc. said:
    hmm i know this has been asked before but i cant seem to find in last 8 pages......but with you equip skill plug in is it possible to make some passive active when not equiped?



    I'm assuming you're talking about Equip Battle Skills and Auto Passive States. Just use their respective notetags. The Equip Battle Skills passive notetag will make it active only when it's equipped. The Auto Passive States notetag will make it active as long as it's learned.


    ---

    Hikitsune-Red said:
    Plugin Name: YEP_SaveCore


    Bug Explanation: The Plug-In does not save/load correctly when "Party Display" is set to 1 (Characters)


    Error Report:

    Code:
    RangeError: Maximum call stack size exceeded
        at encodeURIComponent (native)
        at Function.ImageManager.loadBitmap (file:///C:/Users/j-pet/Documents/Games/TestZone/js/rpg_managers.js:848:29)
        at Function.ImageManager.loadCharacter (file:///C:/Users/j-pet/Documents/Games/TestZone/js/rpg_managers.js:807:17)
        at Window_SaveInfo.drawCharacter (file:///C:/Users/j-pet/Documents/Games/TestZone/js/plugins/YEP_SaveCore.js:801:31)
        at Window_SaveInfo.drawCharacter (file:///C:/Users/j-pet/Documents/Games/TestZone/js/plugins/YEP_SaveCore.js:805:45)
        at Window_SaveInfo.drawCharacter (file:///C:/Users/j-pet/Documents/Games/TestZone/js/plugins/YEP_SaveCore.js:805:45)
        at Window_SaveInfo.drawCharacter (file:///C:/Users/j-pet/Documents/Games/TestZone/js/plugins/YEP_SaveCore.js:805:45)
        at Window_SaveInfo.drawCharacter (file:///C:/Users/j-pet/Documents/Games/TestZone/js/plugins/YEP_SaveCore.js:805:45)
        at Window_SaveInfo.drawCharacter (file:///C:/Users/j-pet/Documents/Games/TestZone/js/plugins/YEP_SaveCore.js:805:45)
        at Window_SaveInfo.drawCharacter (file:///C:/Users/j-pet/Documents/Games/TestZone/js/plugins/YEP_SaveCore.js:805:45)
    
        rpg_managers.js:1722 SceneManager.catchException

    Exact Steps on How to Replicate Bug: Simply attempt to save a game, or open the load screen with a save that it crashed on saving, with the Party Display param set to 1


    Sample Project: SaveCore_Bug.zip


    @Cerileyn Please respect Yanfly's wishes of the new Bug Reporting method, Yanfly would appreciate all bugs to now be reported like above.



    Thanks! This should get it fixed.


    https://www.dropbox.com/s/65d4nohc44tnqij/YEP_SaveCore.js?dl=0


    ---

    StarWarrior00 said:
    @Yanfly I seem to have an issue, and I am not sure if this is fixable but say you have more save slots than can be fit on screen at once. the selection box or cursor will go through all the ones on screen very fast if you hold the up or down arrow but when want to go to the one that's below or above it goes at a snails pace. 



    Hmm, this is something I've noticed, too. I'll have to look into getting this matter solved at another time.
  5. Quick question, how would I add a command to close out of the menu using the Yanfly Menu plugin? I can do it using the HIMEworks menu command as shown here, but I would much prefer to use it inside your yanfly menu. How exactly would I do it inside yanfly menu?
  6. I had a bug with Save core.


    I just installed it on the right place as in the video, started a new game and tried to save, there was this error screen:


    TypeError: undefined is not a function
        at Scene_Save.Scene_File.onSaveSuccess (/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_SaveCore.js:1227)
        at Scene_Save.onSaveSuccess (/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_SaveCore.js:1239)
        at Scene_Save.Scene_File.performActionSave (/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_SaveCore.js:1219)
        at Scene_Save.Scene_File.onActionSave (/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_SaveCore.js:1212)
        at Window_SaveAction.Window_Selectable.callHandler (rpg_windows.js:896)
        at Window_SaveAction.Window_Command.callOkHandler (rpg_windows.js:1420)
        at Window_SaveAction.Window_Selectable.processOk (rpg_windows.js:1150)
        at Window_SaveAction.Window_Selectable.onTouch (rpg_windows.js:1080)
        at Window_SaveAction.Window_Selectable.processTouch (rpg_windows.js:1048)
        at Window_SaveAction.Window_Selectable.update (rpg_windows.js:980)
        at Window_SaveAction.update (/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_SaveCore.js:646)


    I'm not sure about what happened... The game loads and even saves, but when saving, the game crashes...
  7. ACECORP said:
    Got an answer from Sabi on https://steamcommunity.com/app/363890/discussions/0/483368526589845007/


    I tested it and it works! Here it is if anyone else needs it!


    A direct way to add a "Close Menu" option to the main menu using Yep's MainMenuManager


    Under whichever menu option you are using:


    Name: 'Close Menu'


    Symbol: clsMenu


    Show: true


    Enabled: true


    Ext


    Main Bind: this.popScene.bind(this)

    ACECORP said:
    Quick question, how would I add a command to close out of the menu using the Yanfly Menu plugin? I can do it using the HIMEworks menu command as shown here, but I would much prefer to use it inside your yanfly menu. How exactly would I do it inside yanfly menu?
  8. Hi Yanfly, 


    I'm wondering whether you have plans in the future to expand Main Menu Manager plugin? Such as, directly manipulating the layout, vertical layout of actors (instead of horizontals), etc.
  9. Bug Report


    Plugin Name: YEP Enemy Levels


    Bug Explanation: Game crashes after battle is finished.


    Error Report: 


    ReferenceError: b is not defined
        at Game_Enemy.eval (eval at <anonymous> (file:///E:/Backup%20Files/Dropbox/Dropbox/RPGMAKER/Project1/js/plugins/YEP_EnemyLevels.js:985:53), <anonymous>:1:1)
        at Game_Enemy.exp (file:///E:/Backup%20Files/Dropbox/Dropbox/RPGMAKER/Project1/js/plugins/YEP_EnemyLevels.js:985:48)




    Exact Steps on How to Replicate Bug: In new project, only installed YEP Core Engine and Enemy Levels.  I modified only the EXP Growth settings, making the formula b * (1 + (level - 1) * r) + (f * (level - 1)) , the rate growth .15 and the flat growth 5.  Entered battle with enemy set to 5 exp, game crashes after battle is finished before victory screen.  In the sample project, simply initiate battle (action button on bat) and finish the battle.


    Sample Project (REQUIRED): https://www.dropbox.com/s/8ngnlh1iqhkfhej/YEP%20Enemy%20Level%20Bug.rar?dl=0
  10. Hallo Yanfly. When I use the Toxic skill from your tips and tricks the enemy that has Toxic becomes immortal and he cannot lose HP anymore. When I scan him it says NaN/200 HP instead of 200/200 HP. I copy/pasted your code for Toxic. Any ideas of what I am doing wrong?
  11. Ice Dragon said:
    Hallo Yanfly. When I use the Toxic skill from your tips and tricks the enemy that has Toxic becomes immortal and he cannot lose HP anymore. When I scan him it says NaN/200 HP instead of 200/200 HP. Something more: At combat instead of showing how many hp the enemy loses each round with a number, it first shows a 0 and then down the 0 it shows the hp that the enemy supposedly loses from toxic. I copy/pasted your code for Toxic. Any ideas of what I am doing wrong?
  12. I made a new test project and the Toxic skill works perfectly. So now I will test it for compatibility with my 100 plugins to find what is wrong! Sorry for wasting your time Yanfly. You are the best!
  13. Voldimore said:
    Dear Yanfly,


    Is there a way for me to extend the duration of a state when reapplying?


    For example:


    StateA usually lasts for 3 turns, but when i reapply the state, its duration is extended to 4 turns.


    This would allow me to rebuff my states efficiently without having them extend to ridiculous durations using the


    <Reapply Add Turns> tag.


    Best regards,


    Jakob


    Since i have the feeling that my question was overshadowed by an amazing plugin announcement i'm going to repost it :)
  14. jvcscasio said:
    I had a bug with Save core.


    I just installed it on the right place as in the video, started a new game and tried to save, there was this error screen:



    TypeError: undefined is not a function
        at Scene_Save.Scene_File.onSaveSuccess (/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_SaveCore.js:1227)
        at Scene_Save.onSaveSuccess (/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_SaveCore.js:1239)
        at Scene_Save.Scene_File.performActionSave (/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_SaveCore.js:1219)
        at Scene_Save.Scene_File.onActionSave (/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_SaveCore.js:1212)
        at Window_SaveAction.Window_Selectable.callHandler (rpg_windows.js:896)
        at Window_SaveAction.Window_Command.callOkHandler (rpg_windows.js:1420)
        at Window_SaveAction.Window_Selectable.processOk (rpg_windows.js:1150)
        at Window_SaveAction.Window_Selectable.onTouch (rpg_windows.js:1080)
        at Window_SaveAction.Window_Selectable.processTouch (rpg_windows.js:1048)
        at Window_SaveAction.Window_Selectable.update (rpg_windows.js:980)
        at Window_SaveAction.update (/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_SaveCore.js:646)


    I'm not sure about what happened... The game loads and even saves, but when saving, the game crashes...



    ALL bug reports MUST follow these guidelines and use this template: 


    Plugin Name: (What is the name of the plugin?)


    Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)


    Error Report: (If you received an error message, press F8 when the message is received to open up the debug console, then copy/paste the entire error log and paste it here).


    Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.)


    Sample Project (REQUIRED): A sample project MUST be attached to the bug report. All steps MUST be followed. If a single step is ignored, the bug report is invalid and I will move on to the next bug report.


    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. If I do not see an empty project with Harold, Therese, Marsha, and Lucius, I will not look any further.3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Usehttp://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 EXACT order listed on http://yanfly.moe/yep/. The ordering of plugins is important.7. Recreate the error in the sample project. MAKE SURE you are using notetags in the right place and haven't misspelled anything.8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.9. Do -NOT- deploy the project through File > Deployment. Upload the project online to a website like MediaFire.com or Mega.co.nz or Dropbox. Please do not use a website that involves timers like 4shared, RapidShare, etc. If I am time-gated from downloading the project, I will ask you to reupload it to somewhere else.10. Post the link here and I'll take a look at it.
  15. Voldimore said:
    Since i have the feeling that my question was overshadowed by an amazing plugin announcement i'm going to repost it :)

    This thread is supposed to be for Bug Reports. In the future, try asking your non-bug reporting questions here.


    But, to answer your question, you'll have to use Lunatic Mode, as described at the bottom of this page where it says "Custom Turn Modifiers"


    While not technically reapplication, it can act like it depending on what Skill/Item is applying a state. Simply add that code in to the notetag of an item/skill that applies the state, and, if the State is present, it will add turns to its counter just as you'd like, assuming you've removed any reapply notetags.
  16. Darangen said:
    Bug Report


    Plugin Name: YEP Enemy Levels


    Bug Explanation: Game crashes after battle is finished.


    Error Report: 



    ReferenceError: b is not defined
        at Game_Enemy.eval (eval at <anonymous> (file:///E:/Backup%20Files/Dropbox/Dropbox/RPGMAKER/Project1/js/plugins/YEP_EnemyLevels.js:985:53), <anonymous>:1:1)
        at Game_Enemy.exp (file:///E:/Backup%20Files/Dropbox/Dropbox/RPGMAKER/Project1/js/plugins/YEP_EnemyLevels.js:985:48)




    Exact Steps on How to Replicate Bug: In new project, only installed YEP Core Engine and Enemy Levels.  I modified only the EXP Growth settings, making the formula b * (1 + (level - 1) * r) + (f * (level - 1)) , the rate growth .15 and the flat growth 5.  Entered battle with enemy set to 5 exp, game crashes after battle is finished before victory screen.  In the sample project, simply initiate battle (action button on bat) and finish the battle.


    Sample Project (REQUIRED): https://www.dropbox.com/s/8ngnlh1iqhkfhej/YEP%20Enemy%20Level%20Bug.rar?dl=0



    Thanks. It seems my formula setting didn't have the abbreviated formulas that FlyingDream used in her calculator, which I guess you got it from. Try redownloading the plugin again. The abbreviated variables should be added now.
  17. Tips & Tricks - Thief's Revenge (Final Fantasy Record Keeper)










    Thief's Revenge is a skill from Final Fantasy Record Keeper. It's a skill that scales the number of hits off its user's speed and then absorbs a portion of the damage dealt as HP! Using a large combination of plugins, you can pull off this skill in RPG Maker MV, too!


    You can grab the copy/paste version of the code here:
    Yanfly.moe: http://yanfly.moe/2016/05/14/tips-tricks-thiefs-revenge-final-fantasy-record-keeper/


    Have fun all!
  18. Working great again Yanfly, thanks!
  19. Yanfly said:
    Tips & Tricks - Thief's Revenge (Final Fantasy Record Keeper)










    Thief's Revenge is a skill from Final Fantasy Record Keeper. It's a skill that scales the number of hits off its user's speed and then absorbs a portion of the damage dealt as HP! Using a large combination of plugins, you can pull off this skill in RPG Maker MV, too!


    You can grab the copy/paste version of the code here:
    Yanfly.moe: http://yanfly.moe/2016/05/14/tips-tricks-thiefs-revenge-final-fantasy-record-keeper/


    Have fun all!



    Ever since I saw you on FFRK sub, I've been waiting for you to release something like this and I'm super excited omg <33333333


    Thank you thank you for doing this xD


    I'm totally looking forward for more FFRK-esque plugin and tidbits <3
  20. Hmmm! The skill looks great! But now the question remains for me: Do I give this to my Knight character because he's the physical damage dealer or do I give it to my Bard who is the faster one?