[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 207 of 309 View original ↗
  1. Yahallo,


    thanks you for answer me so quickly. :D


    Hikitsune-Red



    Your right, I forgot I can load a file when I save, but that provokes a other bug ;_; .


    It's not really a bug because the game don't crash but in my title screen, I use a cinematic whith characters.


    In a original title screen, I can't save in a title screen, I would like the same.


    The possibilitie to save in the title screen make the mess in my cinematic.


    For the original version this is the error message with F8

    Code:
    ReferenceError: Scene_load is not defined
        at Game_Interpreter.eval (eval at <anonymous> 
          (file:///C:/Users/User/Documents/Games/Astyria/js/rpg_objects.js:10439:10), <anonymous>:1:19)
        at Game_Interpreter.command355 
          (file:///C:/Users/User/Documents/Games/Astyria/js/rpg_objects.js:10439:5)
        at Game_Interpreter.executeCommand 
          (file:///C:/Users/User/Documents/Games/Astyria/js/rpg_objects.js:8897:34)
        at Game_Interpreter.update 
          (file:///C:/Users/User/Documents/Games/Astyria/js/rpg_objects.js:8805:19)
        at Game_Map.updateInterpreter 
          (file:///C:/Users/User/Documents/Games/Astyria/js/rpg_objects.js:6082:27)
        at Game_Map.update 
          (file:///C:/Users/User/Documents/Games/Astyria/js/rpg_objects.js:5989:14)
        at Game_Map.update 
          (file:///C:/Users/User/Documents/Games/Astyria/js/plugins/Foreground.js:245:22)
        at Scene_Map.updateMain 
          (file:///C:/Users/User/Documents/Games/Astyria/js/rpg_scenes.js:417:14)
        at Scene_Map.updateMainMultiply 
          (file:///C:/Users/User/Documents/Games/Astyria/js/rpg_scenes.js:409:10)
        at Scene_Map.update 
          (file:///C:/Users/User/Documents/Games/Astyria/js/rpg_scenes.js:398:10)
  2. I believe all you have to do is disable saving by using the "Change Save Access" function in events, since I assume you're running your cinematic via events.


    It can also be done using the script call


     


    $gameSystem.disableSave();
  3. I'm Stupid, Your right hikitsune-red.


    When I disable saving I don't have any problem :D


    Thanks you for help me.
  4. I have a question about CTB (possibly bug? I'm not sure). Say I have just one actor vs. one enemy, and the actor is sufficently fast enough to have 2 turns for every 1 the enemy has. In battle, this is just shown as still the two icons (one for the actor, one for the enemy), so the turn order display is misleading, as it doesn't change after the actor's first action. Is this a bug? Or is it only able to show a single icon per actor/enemy in a battle? If so, is there a way I can get it to show multiples per actor/enemy, or more turns in advance?
  5. @Inamortus This is not a bug, to work like this the turn display would need to be larger and to display even the party turns in sequence, so there would be a sequence followed by another sequence of turns...something unecessarely big.


    I get what you're saying, displaying the same icon on the turn oder would make more sense, but right now it can't be done since Yanfly is unhealty and taking a break.
    I'd recommend you to aks for it in the Plugin Request section.

    http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/
  6. Guys, i've a question with the Save Core. If i use "disable save" for disable the save function on the main menu, i can't save in the menu opened by command "open save menu".


    BUT if i don't use the disable save command, i can save in the main menu AND with the "open save menu".... WTF? Why? Without the Save Core, if i use one time the command "disable save", I can't save on main menu BUT in the menu opened by command, Yes... How can i do this thing?
  7. Have you tried enabling saves just before "Open Save Menu", and then re-disabling them afterward?
  8. In regards to the Target Core script, does anyone know how I can get the notetag below to search for any target that has a specified state applied? I don't know the Javascript language to get the command I want.


    <Custom Target Eval>

    </Custom Target Eval>
  9. target.isAffected(x)?
  10. Plugin Name: YEP_BattleEngineCore


    Bug Explanation: I have a problem with YEP_BattleEngineCore (v1.35) when I upload the game on a browser, the battle system does not appear. However the other plugins work, in battles too. Only "YEP_BattleEngineCore" does not work, and only on the browser version.


    Error Report: No error message


    Exact Steps on How to Replicate Bug: The "bug" appears only on the browser version. As soon as you enter a battle, the battle system is the default one of RPG MV and not the one of the plugin. (On Google Chrome and on the website Newgrounds)


    Sample Project (REQUIRED): Is that necessary because the game works perfectly when it is not extracted through "Web browsers" , if I send it via dropbox it would be the Windows version, so I think it is pointless. If it is necessary please tell me how could I upload it and make a link without making it accessible for the public. 


    Here are images that show what normally appears with the plugin :


     (the battle starts directly)


    And here is what appears on the browser :


     ("Bat emerged" and the battle system is different)
  11. Galv said:
    I ran into a post about a custom font issue in MV that I hadn't thought of or seen yet:
    http://www.rpgmakercentral.com/topic/38682-some-custom-fonts-arent-showing-up-with-yep-message-core/?p=271332


    They mention both mine and your plugins failing to load custom fonts correctly and mentioned a fix for the issue in his post.
    Just thought I'd let you know - thanks for all your hard work!



    I'm using both You're Shard plugin Galv and a bunch of Yanfly's and have literally not had any problems that I didn't cause myself. But then again I'm only using your 1 plugin and Yanfly's so it may be caused if they're using another plugin that isn't from either of you.
  12. Hello! I guess i find a camera BUG in action sequences!


    Here my action script:


    <setup action>


    HIDE BATTLE HUD


    animation 122: user


    camera focus: user


    zoom: 140%, 40


    opacity not focus: 0%, 60


    wait for opacity


    wait for zoom


    wait for animation


    </setup action>


    <target action>


    zoom: 120%, 40


    camera focus: target, center, 40


    wait for camera


    perform action


    action animation: target


    action effect: target


    wait for animation


    </target action>


    <follow action>


    zoom: 100%, 60


    opacity not focus: 100%, 60


    wait for opacity


    SHOW BATTLE HUD


    </follow action>


    I use it ti make the casting spells. 


    When player use it - all ok!


    When the enemy use it - camera moves only to the user enemy, but than it NOT moves to the target hero.
    please fix it!


    Bug #2


    When some hero use my script ( see above ) with magic animation (Fire All 1,2 Ice All 1,2 and etc) AEO magic animation


    It works not correctly! It attacks twise insted of one attack, and camera not moving please chek my script with any AOE magic anomation.
  13. Multi-target abilities naturally use Whole Actions, rather than Target Actions. So either make an empty Whole Actions block, or change your Target Actions to Whole Actions. That should fix your "bug #2".
  14. Try with that, I hope that can help :
     

    Spoiler
    <setup action>
    hide battle hud
    animation 122: user
    camera focus: user
    zoom: 140%, 40
    opacity not focus: 0%, 60
    wait for opacity
    wait for zoom
    wait for animation
    </setup action>


    <whole action>
    zoom: 120%, 40
    camera focus: target, center, 40
    wait for camera
    perform action
    action animation: target
    action effect
    wait for animation
    </whole action>


    <target action>
    </target action>


    <follow action>
    zoom: 100%, 60
    opacity not focus: 100%, 60
    wait for opacity
    wait for zoom
    show battle hud
    </follow action>
  15. Thanks! it helps!
  16. Kind of back for now. Still not 100% yet. Anyway, I'll answer some questions now.


    ---

    Tuomo L said:
    Hey, I had an idea. Is there a way that you get more JP for the actor doing the "last hit" and causing the enemy to die? Meaning that whoever actually would kill the monster, would get a small JP (and possibly gold and exp?) bonus.


    Being that you're fan of LOL, last hitting is pretty much a thing in modern RPGs and MOBA's which is to ensure that if you want to farm exp and gold, you can't just play passive but also have to partake or alterantively, help a character farm by letting your healer bonk them on the head with a staff just as they're about to die. It also discourages the player to just play passive with healers and take some risks too, for more rewards.


    Either way, this is a mechanic that I think could be really cool for developers to be able to use in their projects.



    From the front page of this thread:


    THIS THREAD WILL BE USED FOR UPDATES AND BUG REPORTS!


    This thread is NOT a request thread. Requests include new plugins, new features for existing plugins, and features that you personally think should exist but currently do not. If you want requests, visit the proper subforum for it; this thread is not the place to do so.


    ---

    rearda88 said:
    hey yanfly, any plugin for follow up skill for rmmv?



    From the front page of this thread:


    THIS THREAD WILL BE USED FOR UPDATES AND BUG REPORTS!


    This thread is NOT a request thread. Requests include new plugins, new features for existing plugins, and features that you personally think should exist but currently do not. If you want requests, visit the proper subforum for it; this thread is not the place to do so.


    ---

    Jomarcenter said:
    suggestion for the save core:


    can you make a way to have a different background when you open the save menu?


    Just a suggestion that could be good.


    it kinda looks awkward and odd if the menu background with the game logo is see thru with the window on the game menu.



    From the front page of this thread:


    THIS THREAD WILL BE USED FOR UPDATES AND BUG REPORTS!


    This thread is NOT a request thread. Requests include new plugins, new features for existing plugins, and features that you personally think should exist but currently do not. If you want requests, visit the proper subforum for it; this thread is not the place to do so.


    ---

    MelRains said:
    I don't know if anyone else has run in to this, but there seems to be a conflict between the damage core plugin and the selection control plugin, at least on my end.


    For some reason The <disperse damage> tag wouldn't actually split the damage, I discovered it was the damage core plugin that was causing the problem, I disabled the damage core plugin and the damage dispersal works fine now, but I still wonder why it's happening. Is anyone else using both the Damage Core and Selection Control plugins that has ran into this problem?



    From the front page of this thread:


    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.


    Follow these Instructions. All steps MUST be followed or I will require you to redo it.


    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 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.


    ---

    Kingdommangas said:
    Yahallo,


    First, excuse my english if if I make spelling mistakes.


    First (second part), Thanks you so much for your plugin and I love your works.


    Well, I have a problem with the pluggin Save Core.


    It's not a bug but a request for this plugin.


    In fact, I use a plugin to skip the title screen, I have a personal title screen now but I can't call your pluggin to load my file, or I don't know how doing this.


    Actually, I use this code to load my file, but with the plugin Save Core I have a error message.



    SceneManager.push(Scene_load);




    My request is simple, can you add the possibilitie to call your pluggin for makers withs original title screen?


    If it's already possible, can you tell me how to do?


    Thank you in advance for your answer and good continuation. ^^


    View attachment 39123



    General JavaScript questions go to its own forum: http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/


    This forum is strictly for my plugins alone.


    ---

    takashi1kun said:
    yep.38 Has a insane lag betwen turns



    This is because your average AGI is too low. Adjust the plugin parameters to make the plugin fit your game's settings.


    ---

    Inamortus said:
    I have a question about CTB (possibly bug? I'm not sure). Say I have just one actor vs. one enemy, and the actor is sufficently fast enough to have 2 turns for every 1 the enemy has. In battle, this is just shown as still the two icons (one for the actor, one for the enemy), so the turn order display is misleading, as it doesn't change after the actor's first action. Is this a bug? Or is it only able to show a single icon per actor/enemy in a battle? If so, is there a way I can get it to show multiples per actor/enemy, or more turns in advance?



    Not a bug. This is one of the selling points about CTB. If battlers are fast enough, they can have multiple turns before opponents can have one. 
  17. alcreator440 said:
    In regards to the Target Core script, does anyone know how I can get the notetag below to search for any target that has a specified state applied? I don't know the Javascript language to get the command I want.


    <Custom Target Eval>

    </Custom Target Eval>



    From the front page: 


    NOTE: I'll only provide support for my own plugins and code that I, myself, have provided. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. That said, any modifications you've made to the plugins itself, any custom Lunatic Mode code you've made yourself that isn't provided by me, or problems with the source code will not be supported by me either.


    ---

    Galv said:
    I ran into a post about a custom font issue in MV that I hadn't thought of or seen yet:
    http://www.rpgmakercentral.com/topic/38682-some-custom-fonts-arent-showing-up-with-yep-message-core/?p=271332


    They mention both mine and your plugins failing to load custom fonts correctly and mentioned a fix for the issue in his post.
    Just thought I'd let you know - thanks for all your hard work!



    Thanks, I'll take a look at it.


    ---

    BugFinder said:
    Hello! I guess i find a camera BUG in action sequences!


    Here my action script:


    <setup action>


    HIDE BATTLE HUD


    animation 122: user


    camera focus: user


    zoom: 140%, 40


    opacity not focus: 0%, 60


    wait for opacity


    wait for zoom


    wait for animation


    </setup action>


    <target action>


    zoom: 120%, 40


    camera focus: target, center, 40


    wait for camera


    perform action


    action animation: target


    action effect: target


    wait for animation


    </target action>


    <follow action>


    zoom: 100%, 60


    opacity not focus: 100%, 60


    wait for opacity


    SHOW BATTLE HUD


    </follow action>


    I use it ti make the casting spells. 


    When player use it - all ok!


    When the enemy use it - camera moves only to the user enemy, but than it NOT moves to the target hero.
    please fix it!


    Bug #2


    When some hero use my script ( see above ) with magic animation (Fire All 1,2 Ice All 1,2 and etc) AEO magic animation


    It works not correctly! It attacks twise insted of one attack, and camera not moving please chek my script with any AOE magic anomation.



    Action Sequence Help goes here: 










    ---


    Since I'm still getting questions about ATB and CTB, I'm going to be posting a FAQ about it.


    F.A.Q. ABOUT ATB AND CTB PLUGINS




    The ATB and CTB plugins are custom battle systems that do NOT involve a turn-based system that you're used to with the default turn-based battle system (DTB). They function off of a tick-based system, which means it does not work off standard means. This also means you have to adjust either the plugin or your game to fit these means. Here are some frequently reported "issues" with the system. None of these are bugs so do not report them as bugs.

    • If ATB bars are taking too long to fill up, then change your battlers' AGI values to higher or change the plugin parameters to fit your game.
    • If ATB states are dropping in turns too quickly, this is because you didn't adjust the proper state turn settings within the Battle Engine Core to fit your game.
    • For ATB, no, I will NOT make Active Mode. It's not because I can't (I've made it before in VX's Yanfly Engine Melody). It's because RPG Maker MV's code structure for the battle system makes it more likely to break everything if it does so. If this is something you absolutely need, the Plugin Request Forum is your place to visit.
    • If there is "lag" between CTB turns, this isn't because of the plugin. This is because your low AGI values is making the game go through hundreds to thousands of CTB updates per tick. Once again, either you increase the AGI values or change the plugin parameters to fit your 
    • In CTB, States "skipping" multiple turns when updating isn't a bug. It is because in between the previous battler next battler, there was a huge gap in time, enough to go through two state turn cycles. Adjust the state turn settings within the Battle Engine Core to fit your game.
    • For CTB, no, I will NOT make multiple instances of turn icons appearing for multiple actors. If you want something like that made, you can request it in the Plugin Request Forum.

    If all of these issues are beyond you, then I'm afraid the ATB and CTB plugins aren't for you. As a developer, it is your responsibility to understand the plugins and systems you are using. You are not doing your players any favor by using a system that you, yourself, do not fully comprehend. I will not educate anyone how ATB and CTB systems work. My plugins work based on the ATB and CTB systems of existing Final Fantasy games with slight tweaks to fit RPG Maker MV's system. Please study them on your own accord. 


    This will be added to the front page and support posts. That said, if I continue to get "reports" regarding the ATB and CTB systems about things that the users do not understand about these tick-based systems, I will remove them from the public permanently as these plugins are doing nothing but providing excessive problems.
  18. YEP.105 - Event Encounter Aid


    Features and How to Use










    For those who have on-screen encounters, you may have discovered that making touch encounters in RPG Maker MV to be rather difficult when it comes to performing a sneak attack upon an event or such. This plugin makes the event encounter checking process easier by providing six conditional script calls for you to utilize when checking event vs player positions.


    You can grab the plugin here:
    Yanfly.moe: http://yanfly.moe/2016/06/03/yep-105-event-encounter-aid-rpg-maker-mv/
  19. Yanfly said:
    This will be added to the front page and support posts. That said, if I continue to get "reports" regarding the ATB and CTB systems about things that the users do not understand about these tick-based systems, I will remove them from the public permanently as these plugins are doing nothing but providing excessive problems.

    While I fee/think that I can understand your circumstances, I'm afraid that this won't work at all.


    It's because at the moment you've announced this, many people will immediately backup those plugins.


    From my experiences and observations(from 2014 to now), most of those wanting to use those plugins but having the misunderstandings you mentioned will continue to reports these issues. They may even continue to report here, although I feel/think that some of those reports will go into RMMV Support/JS Plugin Support/JS Plugin Request instead(I also won't be surprised if some of them go to Learning Javascript).


    So I'd suggest 2 alternatives, with 1 being dovish and 1 being hawkish:


    Dovish - Announces that you'll permanently stop supporting both your ATB and CTB, and any reports solely involving them will be removed from here.


                   Now those having issues with your ATB and/or CTB can still ask them in JS Plugin Support, and some other plugin developers that are familiar with them(I hope I'll be one as I've made my unison item plugins compatible with your ATB and CTB) can still try to solve those issues for them, and perhaps, you as well.


    Hawkish - Announces that no one will be allowed to use neither your ATB nor CTB.


                      Now almost on one will ever report any issues with your ATB and/or CTB, except that most of them will likely ask for some other plugin developers to make new plugins replicating the compatibility(although I feel/think that only Yanfly yourself are capable enough to preserve the compatibility) and functionality of your ATB and/or CTB.


    Of course, I don't feel/think that neither yours nor mine can prevent your ATB and/or CTB from providing excessive problems, as the root cause of those problems aren't those plugins themselves, but rather a deep misunderstanding of the very ATB and/or CTB systems concepts underlying those plugins.


    To alleviate that, we, as the RM community, can write some introductory tutorials on the most popular RPG battle systems. Whenever someone has some misunderstandings on those battle systems, we can simply redirect him/her to those community-based tutorials.


    (On a side note: You've already posted the FF wikipedia introducing ATB/CTB systems, and I think this can serve as an excellent example.)


    P.S.: I had thought of doing just that, but as I'm not yet good enough at writing introductory tutorials and I still has several incomplete tutorials and dozens of incomplete plugins, I'd leave the aforementioned missions to the others lol


    P.P.S.: Even if removing your ATB and CTB from the public permanently could really solve those excessive problems created by those plugins, I'm afraid that this move itself will just create even more problems, considering how popular those plugins are in the RM communities uptil now.