[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 198 of 309 View original ↗
  1. Yanfly said:
    This isn't a memory leak. This is because information regarding the save has to be extracted from files to display on the main menu. This is completely dependent on your computer's hardware.



    I have


    Computer
    Chassis : Desktop
    Mainboard : ASUS P7H55-M
    BIOS : AMI (OEM) 1302 04/25/2011
    Total Memory : 15.93GB DIMM DDR3

    Processor: Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz (8 CPUs), ~3.5GHz

    Memory Module(s)
    Memory Module : Kingston 9905403-437A01LF 4GB DIMM DDR3 PC3-12800U DDR3-1600 (9-9-9-25 4-34-10-5)
    Memory Module : Kingston 9905403-437A01LF 4GB DIMM DDR3 PC3-12800U DDR3-1600 (9-9-9-25 4-34-10-5)
    Memory Module : Kingston 9905403-437A01LF 4GB DIMM DDR3 PC3-12800U DDR3-1600 (9-9-9-25 4-34-10-5)
    Memory Module : Kingston 9905403-437A01LF 4GB DIMM DDR3 PC3-12800U DDR3-1600 (9-9-9-25 4-34-10-5)

    Video System
    Monitor/Panel : Samsung S22B300
    (1920x1080, 21.5")
    ---------------
    Display Devices
    ---------------
    Card name: NVIDIA GeForce GTX 970
    Manufacturer: NVIDIA
    Chip type: GeForce GTX 970
    DAC type: Integrated RAMDAC
    Device Type: Full Device
    Display Memory: 12152 MB
    Dedicated Memory: 4007 MB
    Shared Memory: 8144 MB
    Current Mode: 1920 x 1080 (32 bit) (60Hz)




    My tester also had like 15 fps after the save and transporting and he has even BETTER computer than me.
  2. EliteFerrex said:
    In checking, all I can see is that it's possible it requires BattleCore (which I'm not using) to work properly, but I know that shouldn't be the case because your pre-req plugins usually have the X prefix. And, as I said before, I tried to activate the ShowBattleFormation and EnableBattleFormation commands both via the plugin directly, and in the game itself.


    I'm sorry if there's something I'm missing, but I can't think of what else might cause the problem. The MENU party feature works as the plugin is supposed to, it's just not appearing in battle.



    This is in the help file.


     * If you are using YEP_BattleEngineCore.js and would like to enable party
     * switching mid-battle, place this plugin under YEP_BattleEngineCore.js in
     * the plugin's list.


    ---

    Tuomo L said:
    I have



    Computer
    Chassis : Desktop
    Mainboard : ASUS P7H55-M
    BIOS : AMI (OEM) 1302 04/25/2011
    Total Memory : 15.93GB DIMM DDR3

    Processor: Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz (8 CPUs), ~3.5GHz

    Memory Module(s)
    Memory Module : Kingston 9905403-437A01LF 4GB DIMM DDR3 PC3-12800U DDR3-1600 (9-9-9-25 4-34-10-5)
    Memory Module : Kingston 9905403-437A01LF 4GB DIMM DDR3 PC3-12800U DDR3-1600 (9-9-9-25 4-34-10-5)
    Memory Module : Kingston 9905403-437A01LF 4GB DIMM DDR3 PC3-12800U DDR3-1600 (9-9-9-25 4-34-10-5)
    Memory Module : Kingston 9905403-437A01LF 4GB DIMM DDR3 PC3-12800U DDR3-1600 (9-9-9-25 4-34-10-5)

    Video System
    Monitor/Panel : Samsung S22B300
    (1920x1080, 21.5")
    ---------------
    Display Devices
    ---------------
    Card name: NVIDIA GeForce GTX 970
    Manufacturer: NVIDIA
    Chip type: GeForce GTX 970
    DAC type: Integrated RAMDAC
    Device Type: Full Device
    Display Memory: 12152 MB
    Dedicated Memory: 4007 MB
    Shared Memory: 8144 MB
    Current Mode: 1920 x 1080 (32 bit) (60Hz)




    My tester also had like 15 fps after the save and transporting and he has even BETTER computer than me.



    Once again, I iterate: 


    "This isn't a memory leak. This is because information regarding the save has to be extracted from files to display on the main menu. This is completely dependent on your computer's hardware."


    The process to gather information is EXACTLY the same as the process as loading a save from the default engine. If you are experiencing any lag from loading a save without this plugin, as in an FPS drop, then you will experience it with this plugin as well. The only difference is, the save information is loaded when moving to a different save file slot instead of deciding to load it. If this is a problem for you, do not use this plugin and seek a different plugin through the Plugin Request forum: http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/
  3. I see you've updated Counter Control, and my eval issue is now fixed. Nice work as always. :)
  4. Hi Yanfly,


    I'm sorry but it seems the "YEP_WeaponUnleash" isn't working anymore when you migrate from RMMV 1.01 to RMMV 1.2.


    Any idea on when it will be working again?


    I even tried this :


    <Weapon Unleash 100%: 51>
    <Weapon Unleash 100%: Quad Slash>


    It's still not working at all.. but it was in an earlier version.


    And no, I did not update my game's JS (those that are not plugins).
  5. Yanfly said:
    I am not responsible for your decision to use a screen resolution that limits your screen real estate.



    Just a dumb question, but what resolution would you recommend for your plugins? I haven't had any issues myself, but a baseline would be good to know for troubleshooting, if it was ever needed in the future.
  6. Plugin Name: Save Core


    Bug Explanation: It shows, "Type Error undefined is not a function" after saving in my project.


    Error Report: TypeError: undefined is not a function
        at Scene_Save.Scene_File.onSaveSuccess (/C:/Users/Acer%20E1-470G/Documents/Games/Hero%20Story%202/js/plugins/YEP_SaveCore.js:1248)
        at Scene_Save.onSaveSuccess (/C:/Users/Acer%20E1-470G/Documents/Games/Hero%20Story%202/js/plugins/YEP_SaveCore.js:1260)
        at Scene_Save.Scene_File.performActionSave (/C:/Users/Acer%20E1-470G/Documents/Games/Hero%20Story%202/js/plugins/YEP_SaveCore.js:1240)
        at Scene_Save.Scene_File.onActionSave (/C:/Users/Acer%20E1-470G/Documents/Games/Hero%20Story%202/js/plugins/YEP_SaveCore.js:1233)
        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.processHandling (rpg_windows.js:1021)
        at Window_SaveAction.Window_Selectable.update (rpg_windows.js:978)
        at Window_SaveAction.update (/C:/Users/Acer%20E1-470G/Documents/Games/Hero%20Story%202/js/plugins/YEP_SaveCore.js:657)


    Exact Steps on How to Replicate Bug: After installing this plugin, I'm trying to save but turns out after saving the game it pops out the error message. I'm trying this plugin on new project and it worked without errors.


    Sample Project (REQUIRED): In the Picture

    839735e74caee63920e8a9582403c4d0.png
  7. Taemien said:
    Just a dumb question, but what resolution would you recommend for your plugins? I haven't had any issues myself, but a baseline would be good to know for troubleshooting, if it was ever needed in the future.





    check out this video http://yanfly.moe/2015/10/09/yep-1-core-engine/ at 2:05 (already provided by Yanfly) I personally use the cellphone resolutions, as it looks wonderful with all the plugins and easily adjusts to most computer monitors with the full screen function.
  8. Yanfly said:
    I'm sorry, but I don't have access to Mozilla Firefox's code.



    I'm new with javascript, but I try look into Window_Base code, I see it uses Bitmap to drawText. With Pixi, it have itself PIXI.BitmapText or also PIXI.Text which support draw italic work perfect on both Firefox + Chrome. I try use it but I'm newbie, may it will take me a long time or I must give up supporting Firefox :(
  9. Omegadragon8 said:
    check out this video http://yanfly.moe/2015/10/09/yep-1-core-engine/ at 2:05 (already provided by Yanfly) I personally use the cellphone resolutions, as it looks wonderful with all the plugins and easily adjusts to most computer monitors with the full screen function.



    I'm more looking to see which resolution Yanfly uses in their testing environment. This way if I see any anomalies like the person they quoted, I can troubleshoot from a baseline.
  10. Yanfly said:
    Once again, I iterate: 


    "This isn't a memory leak. This is because information regarding the save has to be extracted from files to display on the main menu. This is completely dependent on your computer's hardware."


    The process to gather information is EXACTLY the same as the process as loading a save from the default engine. If you are experiencing any lag from loading a save without this plugin, as in an FPS drop, then you will experience it with this plugin as well. The only difference is, the save information is loaded when moving to a different save file slot instead of deciding to load it. If this is a problem for you, do not use this plugin and seek a different plugin through the Plugin Request forum: http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/



    No, I don't think you understand what I am saying. The major FPS drop happens upon transfering to new map after the save process has already been done even once and after that does not go away over time before another transfer has happened, as if exiting a tavern after having entered it. It makes scenes literally unplayaple dropping to 15 fps and less. Esentially, it makes entering any building after saving impossible to play with and any cutscenes that follow extremely disconnected. This is not just a small moment fps drop, it stays like that after the transfer and if that leads to place with cutscene, you can just imagine how much fun that is when running on 15 fps or bellow. I simply cannot use that in my game because every player in the world would complain about that and bring up the very same thing I did.


    The lag does not happen in between saving new file slots or such, this happens on map with this plugin after having used the saving functionality.
  11. @Tuomo L

    If this is your issue then you might be using heavy stuff.
    Either way you should use this 
     
  12. kovak said:
    @Tuomo L

    If this is your issue then you might be using heavy stuff.
    Either way you should use this 
     



    I do and I'm saying once I disable the save plugin I have steady 60 fps.
  13. Taemien said:
    Just a dumb question, but what resolution would you recommend for your plugins? I haven't had any issues myself, but a baseline would be good to know for troubleshooting, if it was ever needed in the future.



    The plugins work best from the default MV resolution of 816x624 and anything larger.


    ---

    erestorpat said:
    Hi Yanfly,


    I'm sorry but it seems the "YEP_WeaponUnleash" isn't working anymore when you migrate from RMMV 1.01 to RMMV 1.2.


    Any idea on when it will be working again?


    I even tried this :



    <Weapon Unleash 100%: 51>
    <Weapon Unleash 100%: Quad Slash>


    It's still not working at all.. but it was in an earlier version.


    And no, I did not update my game's JS (those that are not plugins).



    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.


    ---

    Sait™ said:
    I'm new with javascript, but I try look into Window_Base code, I see it uses Bitmap to drawText. With Pixi, it have itself PIXI.BitmapText or also PIXI.Text which support draw italic work perfect on both Firefox + Chrome. I try use it but I'm newbie, may it will take me a long time or I must give up supporting Firefox :(



    And if you check the Message Core plugin, you'll see that I did nothing to alter that aspect so the plugin itself will use PIXI's draw italic text methods.


    ---

    Tuomo L said:
    No, I don't think you understand what I am saying. The major FPS drop happens upon transfering to new map after the save process has already been done even once and after that does not go away over time before another transfer has happened, as if exiting a tavern after having entered it. It makes scenes literally unplayaple dropping to 15 fps and less. Esentially, it makes entering any building after saving impossible to play with and any cutscenes that follow extremely disconnected. This is not just a small moment fps drop, it stays like that after the transfer and if that leads to place with cutscene, you can just imagine how much fun that is when running on 15 fps or bellow. I simply cannot use that in my game because every player in the world would complain about that and bring up the very same thing I did.


    The lag does not happen in between saving new file slots or such, this happens on map with this plugin after having used the saving functionality.



    My FPS is fine.


    5I6aqZO.jpg


    If you insist this is a bug, then follow all of these instructions:


    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.
  14. I will send you the pack today :)


    I took your last plugin (in the RAR file) and still didn't work. 
  15. YEP.102 - Auto Switches


    Features and How to Use:












    This plugin allows you to set switches that are either always enabled or always disabled based on a various conditions. These conditions are here to help enable easier access to determining the lesser frequently seen flags set by the game such as determining if the game is running via debug mode or on a certain type of browser.


    You can grab the plugin here:
    Yanfly.moe: http://yanfly.moe/2016/05/20/yep-102-auto-switches-rpg-maker-mv/
  16. @Yanfly


    This Plugin Command from your Enhanced TP plugin crashes the game:


    UnlockTpMode Party 1 Mode 5


    Does it work for you?
  17. @Yanfly


    I was observing the skill Bite of pokemon that you have created in the Tips & Tricks section ...


    and I noticed that when the end of 3 turns, and the character throws the attack ... appears no actione sequence ... then my question is this:


    It can ensure that the character when executing the attack, can do some action ???


    at least one action that shows that attacks the enemy ???
  18. [Edit: Just discovered you have a function to reference the variable (which is spelled correctly) so it's not an issue, I'll just use that.  Still an interesting discovery if it matters to you, so I'll leave it here.]


    Yanfly, a quick alert to a misspelling in your code in ItemCore - ran across it in the console, not sure if it is intentional.


    Your boolean indicating whether an item is independent or not is called 'nonIndepdent'.  I'm writing some code that will reference that - do you want to change it to 'nonIndependent' or can I continue to refer to it as it is?


    Thank you.