[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 202 of 309 View original ↗
  1. EliteFerrex said:
    Resubmitting as per your orders. Let me know if I missed anything.


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    Having an issue with the YEP_BattleEngineCore plugin. I'm getting an error message anytime Magic Reflection activates. I've disabled all other plugins, and still seem to be getting the error. I am running the latest version, 1.35b, as well.


    Plugin Name: YEP_BattleEngineCore - For the purpose of analysis, I have included only this plugin. In my original project, I have also reordered all plugins in the order on yanfly.moe.


    Bug Explanation: As soon as Magic reflects, reflect and damage sounds are played, and then bug occurs immediately, reading "Cannot read property 'position' of null". This bug occurs even after disabling all other plugins. The error occurs anytime magic is reflected, whether the spell is single- or multi-target.


    Error Report: This Error Report has been copied from the text in the Sample prohject, but matches the one in my actual project once all other plugins are disabled, as well.


    TypeError: Cannot read property 'position' of null
        at Sprite_Actor.Sprite_Battler.setupAnimation (file:///C:/Users/EliteFerrex/Documents/Games/Sample/js/rpg_sprites.js:578:30)
        at Sprite_Actor.Sprite_Battler.updateAnimation (file:///C:/Users/EliteFerrex/Documents/Games/Sample/js/rpg_sprites.js:542:10)
        at Sprite_Actor.Sprite_Battler.update (file:///C:/Users/EliteFerrex/Documents/Games/Sample/js/rpg_sprites.js:494:14)
        at Sprite_Actor.Sprite_Battler.update (file:///C:/Users/EliteFerrex/Documents/Games/Sample/js/plugins/YEP_BattleEngineCore.js:2470:38)
        at Sprite_Actor.update (file:///C:/Users/EliteFerrex/Documents/Games/Sample/js/rpg_sprites.js:736:37)
        at file:///C:/Users/EliteFerrex/Documents/Games/Sample/js/rpg_core.js:3300:19
        at Array.forEach (native)
        at Sprite.update (file:///C:/Users/EliteFerrex/Documents/Games/Sample/js/rpg_core.js:3298:19)
        at file:///C:/Users/EliteFerrex/Documents/Games/Sample/js/rpg_core.js:3300:19
        at Array.forEach (native)


    Exact Steps on How to Replicate Bug: Enemy casts magic on target that possess Magic Reflection, and Reflection activatesIn the sample project, I have given all classes base 100% Magic Reflection, and the only enemy's only skill is a magic attack that hits all.


    Sample Project (REQUIRED): https://drive.google.com/open?id=0B1J4eEW0VOhYZEtRZk04MHZQbE0 (Filesize is 40 MB, optimized for single Troop using only Battle Test.)



    Thanks. I'll take a look at it after work.
  2. Hello Yanfly I am trying to use your YEP_PartySystem and use a common event that changes the max party members to 5 (normally 4), then summon a extra character, I'm using a common event that activates when I activate a skill
    *Plugin Command : ChangePartyMax 5
    *Change Party Member : Add joe
    This isn't working, but I assume  If you might have a suggestion?


    I know I will need a second event to cancel the first but I think I might be able to figure that out more
  3. derekwst3 said:
    Hello Yanfly I am trying to use your YEP_PartySystem and use a common event that changes the max party members to 5 (normally 4), then summon a extra character, I'm using a common event that activates when I activate a skill
    *Plugin Command : ChangePartyMax 5
    *Change Party Member : Add joe
    This isn't working, but I assume  If you might have a suggestion?


    I know I will need a second event to cancel the first but I think I might be able to figure that out more



    Your description is very brief,  but as far as I know, you cannot use this command inside battle - so if you are trying extend party size during battle, this command will not work. 
  4. okay thanks kilitar for the information.....I appreciate the help
  5. Hi Yanfly!  I'm working on a battle system commission for a client that's using your plug-ins, and I wanted to make sure I'm understanding them correctly.


    1) It seems that whenever your Battle Core plugin is turned on, the "Repeat" parameter of the skill is ignored and treated as if it were 1.  Is this intended behavior?  Is the idea that we're supposed to use Action Sequences to implement multiple hits instead?  (If this is new to you and you think the "Repeat" parameter should affect skills, then I can submit a full bug report/project file for you.  I just want to ask first because I assume this is intended and/or I'm missing something I'm supposed to do.)  EDIT: Upon further testing, this does not happen on a "blank" default skill, but does happen in some circumstances - my best guess is that it will happen if there are Action Sequence notetags.  Let me know if you want a full bug report + project file.


    2) Is it possible to make an action sequence which has the user play an animation (such as "move user" + "action animation"), then deals damage to an enemy ("action effect"), then moves the user again, then deals damage again, in that order?  If this is possible, in what block of notetags should I place the second round of movement/damage?  (My understanding, which could be mistaken, is that the move user and action animation should be in the setup action or whole action blocks, whereas the action effect should be placed afterwards in the target action block - so I'm confused about how to make the second round of movement/animation come after the first round of damage).


    I know you're super-busy and inundated with help requests, so please feel free to just give me a yes or no and point me to the right place. :)  Thanks a lot for your help!
  6. Wavelength said:
    Hi Yanfly!  I'm working on a battle system commission for a client that's using your plug-ins, and I wanted to make sure I'm understanding them correctly.


    1) It seems that whenever your Battle Core plugin is turned on, the "Repeat" parameter of the skill is ignored and treated as if it were 1.  Is this intended behavior?  Is the idea that we're supposed to use Action Sequences to implement multiple hits instead?  (If this is new to you and you think the "Repeat" parameter should affect skills, then I can submit a full bug report/project file for you.  I just want to ask first because I assume this is intended and/or I'm missing something I'm supposed to do.)


    2) Is it possible to make an action sequence which has the user play an animation (such as "move user" + "action animation"), then deals damage to an enemy ("action effect"), then moves the user again, then deals damage again, in that order?  If this is possible, in what block of notetags should I place the second round of movement/damage?  (My understanding, which could be mistaken, is that the move user and action animation should be in the setup action or whole action blocks, whereas the action effect should be placed afterwards in the target action block - so I'm confused about how to make the second round of movement/animation come after the first round of damage).


    I know you're super-busy and inundated with help requests, so please feel free to just give me a yes or no and point me to the right place. :)  Thanks a lot for your help!

    I'm obviously not Yanfly, but I can tell you that repeat actions work fine with the battlecore plugin on my setup, at least, they did when I was adding attacks via a state. You might have another plugin that is interfering with it.


    You can have move effects in the target action section of the action sequence with no issues. Just add in the move and animations to the end of the first part. If you have damagecore, you can change the damage of the second hit too. Critical control lets you even make something a guaranteed critical hit.


    Keep in mind though, that any target effects will happen individually to all targets if you have the skill set the scope to 'all enemies'. That's something you need to plan to work around.
  7. Thanks so much for your responses, @ramza :)


    When I mentioned it to my client he said that Repeats worked fine for him as well.  I did some more testing just now, with all plugins deactivated except Yanfly Battle Core, and found that with a "blank" skill, Repeats did indeed work fine.  However, with a skill that has action sequence tags, the Repeats were ignored.  Weird!  So I feel like this could be a bug (or possibly an intended catch in case notetags are used which are not supported or something like that) - @Yanfly, would you like to see the project in question or does this make sense to you already?


    I went ahead and tried moving the commands between blocks, at your suggestion, Ramza.  Like you predicted, it becomes disastrous when the animations are placed in the "target action" block on an All Enemies skill, but moving everything (including the action effect) up to the "whole action" block worked perfectly and let the actor attack all enemies twice with some animation in-between.  Beautiful!  It seems like I'd want to place everything here unless there is specific logic that needs to be carried out for each target - does that sound right, or are there errors with this approach?


    I really appreciate your help!
  8. @Wavelength


    I believe the rule of thumb is that if you want an animation or effect to happen to all targets, put it in the whole action. You can use whole action to show a large animation on the screen, and then cause individual effects to each target using the target action. One thing I noticed by messing around a bit with it, is that if you do the action effect from the whole action, it will affect all targets simultaneously, while if you do it in target action it affects them in sequence.


    edit: one other thing is that if you have an all enemies skill that hits only once, you might need to make the target action section but leave it blank, to prevent the skill from erroneously hitting twice.


    Also there is a whole topic about action sequences that you might also find useful.


    action sequence sharing/support
  9. Wavelength said:
    Thanks so much for your responses, @ramza :)


    When I mentioned it to my client he said that Repeats worked fine for him as well.  I did some more testing just now, with all plugins deactivated except Yanfly Battle Core, and found that with a "blank" skill, Repeats did indeed work fine.  However, with a skill that has action sequence tags, the Repeats were ignored.  Weird!  So I feel like this could be a bug (or possibly an intended catch in case notetags are used which are not supported or something like that) - @Yanfly, would you like to see the project in question or does this make sense to you already?


    I went ahead and tried moving the commands between blocks, at your suggestion, Ramza.  Like you predicted, it becomes disastrous when the animations are placed in the "target action" block on an All Enemies skill, but moving everything (including the action effect) up to the "whole action" block worked perfectly and let the actor attack all enemies twice with some animation in-between.  Beautiful!  It seems like I'd want to place everything here unless there is specific logic that needs to be carried out for each target - does that sound right, or are there errors with this approach?


    I really appreciate your help!



    This is intended. Repeats are disabled when there are custom action sequences involved. This is because users who prefer to do their own custom hit counts will become off synch otherwise, which destroys the purpose of the action sequences in the first place.


    ---

    dragon3025 said:
    Plugin Name: Buffs & States Core 1.09a


    Bug Explanation: Map isn't flashing from health degeneration.


    Exact Steps on How to Replicate Bug: Give an actor poison, then run around.


    Sample Project (REQUIRED): https://www.dropbox.com/s/0j66qwsydwrs4wq/Project1.zip?dl=0



    Thanks, I'll check this out.
  10. Hello there! I'm not sure if this is the right place to ask so I apologize in advance if it is not.


    I'm trying to learn how to properly use Event Chase Player and Event Chase Stealth and I was wondering can I make the event react differently than just chasing the player when they enter its line of sight, like in the Event Chase Stealth tutorial video, and if it is possible to make the event patrol with the chase command activated.
  11. Yanfly said:
    This is intended. Repeats are disabled when there are custom action sequences involved. This is because users who prefer to do their own custom hit counts will become off synch otherwise, which destroys the purpose of the action sequences in the first place.



    Perfect - this clears everything up.  Thank you, Yanfly!
  12. Hi Yanfly. With the "Item Core" and "Shop Core" there is a bug.


    When I try to buy some Independent Items on the Shop, I can only buy one at time. For example I can't buy 3 Independent Sword, the number doesn't go up.


    I dunno if I have explained right ^^
  13. cekobico said:
    Hi Yanfly, 


    I was wondering if the Row Formation can be referenced within the Action Sequence? 


    I have an Actor that wields a Gunblade; so I want to reference it within the Action Sequence that: if Row is 1, he defaults to move to target and perform swing attack, but if he is in Row 2 or 3, he will change the sequence into shooting mode (different motion). Both sequence should exists within one skill, btw, so it would be nice to reference it within the action sequence (instead of changing his skills everytime he switches row).


    Thank you in advance :D





    Since I couldn't get the answer from the Action Sequence thread, I thought I'd ask the maker himself ^^
  14. ShidoLionheart said:
    Hi Yanfly. With the "Item Core" and "Shop Core" there is a bug.


    When I try to buy some Independent Items on the Shop, I can only buy one at time. For example I can't buy 3 Independent Sword, the number doesn't go up.


    I dunno if I have explained right ^^



    Not a bug. This is intended.
  15. Hello, Yanfly!


    The 1.35c update to YEP_BattleEngineCore seems to have fixed the Magic Reflection problem completely. Thank you very much for your help!


    I do have a question about the plugin, however. I've noticed that during battle, actions by characters seem to take up much more time than usual. For example, having the entire party use the Guard command takes a total of about 7 seconds as opposed to the usual 2 seconds in RPG Maker's normal engine.


    I've turned the Animation Base Delay and Animation Next Delay both to 0, disabled the additional animations for physical, magical, and certain hit attacks, and disabled Motion Waiting. I've also set Optimize Speed to true.


    Is there any way, to your knowledge, for me to bring up the overall speed of the battle?
  16. Sorry to bother yourself Yanfly,it is posible to add a feature for changing the nickname along with the classes in the class change core? I want to use that function for mimic the equipable icons from FF5 (showed in the status scene)


    Excuse me for my bad english...
  17. A quick question from me too.  I've looked through your plugin help sections extensively and I can't find a lunatic mode to add an eval for weapon equip/unequip, something like your 'attach/detach' evals for augments, but for equipment slot items.  Am I missing it, is it on your list of todos or should I try to figure out how to make a plugin that would do that for myself?


    Thanks!
  18. I have a question about the Actor Variables Plugin...  Is there a way for the variable to display as something other than just a number?  Like if you have a percent of something?  Or you have something like 5/10 objects?  At the moment all I know of it that the plugin displays the name of the Variable and the information it holds...  that's it.  If I made a variable 40% of something the variable would display that as 40.


    Is there something I'm missing?
  19. firestalker said:
    I have a question about the Actor Variables Plugin...  Is there a way for the variable to display as something other than just a number?  Like if you have a percent of something?  Or you have something like 5/10 objects?  At the moment all I know of it that the plugin displays the name of the Variable and the information it holds...  that's it.  If I made a variable 40% of something the variable would display that as 40.


    Is there something I'm missing?

    The variable is just a spot to store what you want displayed.  So you could essentially do whatever you want with it.  For instance, if you wanted to have variable 2 tracking how many objects the party acquired, and variable 3 set to the maximum acquirable objects, you could use variable 1 as the Actor Variable and have it update the party's progress via the script line: 


    $gameVariables.setValue(1, $gameVariables.value(2).toString() + "/" + $gameVariables.value(3).toString());


    If variable 2 is set to 5 and variable 3 is set to 10, variable 1 will be displayed as "5/10".


    In the same way, if you figure out your percentage in script, you can place that value as a string into the Actor Variable whenever it needs to update and viola, you have a percentage displayed.  Just make sure to use the .toString() function on whatever variable you don't want converted to a number when it's put into the display variable.


    Hope that helps. :)