Hi Yanlfy,
I have a question regarding SkillLearnSystem plugin. Is there a way to hide a skill after it's learned? In the begining it's all okay but after a while, later in the game, you have to scroll down each time to verify if you have enough Job point for x skill. I feel it would be a very great update for that plugin cause after a skill is learned, it's totally useless to see it in the "Skill learn section".
Thank you for reading! Keep up the good work :)
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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Hey Yanfly, good to see you're back, hope you'll feel 100% better soon ;)
I have a problem...
Plugin Name: YEP_SaveCore
Bug Explanation: When using the Savecore Plugin, it saves, but right after it saves the game it crashes, saying undefined is not a function. The save is still intact and it saved the game, but to continue playing you'll need to restart. I've had Darkstar giving me some good tips to fix it but unfortunately it didn't work. Maybe I did something wrong or there's another problem still out there that Darkstar didn't notice. Once again, I'm not experienced in JS whatsoever so I'm at a loss here.
Error Report: rpg_managers.js:1618 TypeError: undefined is not a function
at Scene_Save.Scene_File.onSaveSuccess (/C:/Users/Yannick/Documents/Games/Project5/js/plugins/YEP_SaveCore.js:1248)
at Scene_Save.onSaveSuccess (/C:/Users/Yannick/Documents/Games/Project5/js/plugins/YEP_SaveCore.js:1260)
at Scene_Save.Scene_File.performActionSave (/C:/Users/Yannick/Documents/Games/Project5/js/plugins/YEP_SaveCore.js:1240)
at Scene_Save.Scene_File.onActionSave (/C:/Users/Yannick/Documents/Games/Project5/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.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/Yannick/Documents/Games/Project5/js/plugins/YEP_SaveCore.js:657)
Exact Steps on How to Replicate Bug: Start New Game or Load Game, Save/Overwrite anywhere, It saves and directly jumps to the error screen.
Sample Project : https://mega.nz/#!YFoEWagC!MUUnPkV5MZ6_8POyszu9PBPd7Z_iDA-43u9KsB7ax14
Thanks for the help and keep up the good work! -
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/
Finally, this plugin made my day! Great job, Yanfly! <3
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.
That's true. As a developer we must know what we are doing. But you must admit that tick based it's very different from what we are used to.
It is not easy to understand the mechanisms to make it work as you want it. I thank you for the FAQ.
It's not a request but I'd like to read a guide that explain in details the BS. If you say that CTB and ATB have the same working of Final Fantasy, i'll study it. -
Hey Yanfly, good to see you're back, hope you'll feel 100% better soon ;)
I have a problem...
Plugin Name: YEP_SaveCore
Bug Explanation: When using the Savecore Plugin, it saves, but right after it saves the game it crashes, saying undefined is not a function. The save is still intact and it saved the game, but to continue playing you'll need to restart. I've had Darkstar giving me some good tips to fix it but unfortunately it didn't work. Maybe I did something wrong or there's another problem still out there that Darkstar didn't notice. Once again, I'm not experienced in JS whatsoever so I'm at a loss here.
Error Report: rpg_managers.js:1618 TypeError: undefined is not a function
at Scene_Save.Scene_File.onSaveSuccess (/C:/Users/Yannick/Documents/Games/Project5/js/plugins/YEP_SaveCore.js:1248)
at Scene_Save.onSaveSuccess (/C:/Users/Yannick/Documents/Games/Project5/js/plugins/YEP_SaveCore.js:1260)
at Scene_Save.Scene_File.performActionSave (/C:/Users/Yannick/Documents/Games/Project5/js/plugins/YEP_SaveCore.js:1240)
at Scene_Save.Scene_File.onActionSave (/C:/Users/Yannick/Documents/Games/Project5/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.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/Yannick/Documents/Games/Project5/js/plugins/YEP_SaveCore.js:657)
Exact Steps on How to Replicate Bug: Start New Game or Load Game, Save/Overwrite anywhere, It saves and directly jumps to the error screen.
Sample Project : https://mega.nz/#!YFoEWagC!MUUnPkV5MZ6_8POyszu9PBPd7Z_iDA-43u9KsB7ax14
Thanks for the help and keep up the good work!
I hope you don't mind @Yanfly, I checked the project out myself and noticed it's missing the Core Engine plugin which I thought was causing the error. Not so apparently.
This is what I got both before and after installing the core engine plugin into the project:
SpoilerUncaught TypeError: undefined is not a function
rpg_managers.js:1589 file:///C:/Users/starw/Downloads/Test%20Project/js/plugins/YEP_SaveCore.js 1248
/C:/Users/starw/Downloads/Test%20Project/js/plugins/YEP_SaveCore.js:1248 Uncaught TypeError: undefined is not a function -
Hi Yanlfy,
I have a question regarding SkillLearnSystem plugin. Is there a way to hide a skill after it's learned? In the begining it's all okay but after a while, later in the game, you have to scroll down each time to verify if you have enough Job point for x skill. I feel it would be a very great update for that plugin cause after a skill is learned, it's totally useless to see it in the "Skill learn section".
Thank you for reading! Keep up the good work :)
Only through Lunatic Mode.
* Skill Notetags:
*
* <Learn Show Eval>
* value = true;
* value = false;
* </Learn Show Eval>
* For using a custom code to hide or show the skill, you can use these
* notetags. Returning value as true will cause the skill to appear
* regardless of all other requirements being unmet while returning value as
* false will cause the skill to appear regardless of all other requirements
* being met.
---
Hey Yanfly, good to see you're back, hope you'll feel 100% better soon ;)
I have a problem...
Plugin Name: YEP_SaveCore
Bug Explanation: When using the Savecore Plugin, it saves, but right after it saves the game it crashes, saying undefined is not a function. The save is still intact and it saved the game, but to continue playing you'll need to restart. I've had Darkstar giving me some good tips to fix it but unfortunately it didn't work. Maybe I did something wrong or there's another problem still out there that Darkstar didn't notice. Once again, I'm not experienced in JS whatsoever so I'm at a loss here.
Error Report: rpg_managers.js:1618 TypeError: undefined is not a function
at Scene_Save.Scene_File.onSaveSuccess (/C:/Users/Yannick/Documents/Games/Project5/js/plugins/YEP_SaveCore.js:1248)
at Scene_Save.onSaveSuccess (/C:/Users/Yannick/Documents/Games/Project5/js/plugins/YEP_SaveCore.js:1260)
at Scene_Save.Scene_File.performActionSave (/C:/Users/Yannick/Documents/Games/Project5/js/plugins/YEP_SaveCore.js:1240)
at Scene_Save.Scene_File.onActionSave (/C:/Users/Yannick/Documents/Games/Project5/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.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/Yannick/Documents/Games/Project5/js/plugins/YEP_SaveCore.js:657)
Exact Steps on How to Replicate Bug: Start New Game or Load Game, Save/Overwrite anywhere, It saves and directly jumps to the error screen.
Sample Project : https://mega.nz/#!YFoEWagC!MUUnPkV5MZ6_8POyszu9PBPd7Z_iDA-43u9KsB7ax14
Thanks for the help and keep up the good work!
From http://yanfly.moe/2016/05/13/yep-100-save-core/:
NOTE: THIS PLUGIN REQUIRES MV VERSION 1.1.0 OR HIGHER! Go download it if you haven’t yet. -
From http://yanfly.moe/2016/05/13/yep-100-save-core/:
NOTE: THIS PLUGIN REQUIRES MV VERSION 1.1.0 OR HIGHER! Go download it if you haven’t yet.
B-... But I have 1.2.0...? -
B-... But I have 1.2.0...?
Open up your project's rpg_manager.js. If it doesn't say 1.1.0 or 1.2.0, your project is still running 1.0.0.
From Archeia's thread:
- Create a new project or go to the NewData folder in your RPG Maker MV root folder. Copy the new js files (except plugins.js so it won't overwrite your Plugin Manager Parameters) to your current project!
Follow ALL those instructions. -
Open up your project's rpg_manager.js. If it doesn't say 1.1.0 or 1.2.0, your project is still running 1.0.0.
From Archeia's thread:
- Create a new project or go to the NewData folder in your RPG Maker MV root folder. Copy the new js files (except plugins.js so it won't overwrite your Plugin Manager Parameters) to your current project!
Follow ALL those instructions.
Where can I find if the 1.2.0 or 1.1.0 is there? It's a long list of info, should it be somewhere down the line or is it right at the start? -
Where can I find if the 1.2.0 or 1.1.0 is there? It's a long list of info, should it be somewhere down the line or is it right at the start?
This is the link to the 1.2.0 topic:
RPG Maker MV 1.2.0 Update!
There are the download links and all the instructions to install the update and his components. Go to the installation folder of RPG Maker MV and then go to NewData. Copy all the .js files into your project (except plugins.js so it won't overwrite your Plugin Manager Parameters). It's not difficult. -
This is the link to the 1.2.0 topic:
RPG Maker MV 1.2.0 Update!
There are the download links and all the instructions to install the update and his components. Go to the installation folder of RPG Maker MV and then go to NewData. Copy all the .js files into your project (except plugins.js so it won't overwrite your Plugin Manager Parameters). It's not difficult.
Aw hellz yeah it worked!! Finally! Thanks! Also, thanks @Yanfly@Darkstar for the earlier help! -
I apologize if this is the wrong place to ask this question, but I didn't think this needed its own thread since the only non-Yanfly plugins I have don't impact the menu. I have all of the plugins and MV updated, but everything just seems so cramped. The screenshot I have attached shows how things overlap, but in all of Yanfly's videos it seems nice and spread out. I don't know if there is just some setting I haven't messed with enough to get it spread out, but I'm not sure where to even look. If this is in the wrong place, I'll get it to the right place somehow :) Also, I just realized I don't know how to put the image in a spoiler. I'll fix that once I know how.
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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.
@YanflyPlease don't punish those of us that do follow your rules :'(
YEP.105 - Event Encounter Aid
Did not know how badly I needed this! Not to mention the many non-encounter uses it benefits :D -
@YanflyPlease don't punish those of us that do follow your rules :'(
Took the words right out of my mouth... -
Hello again! I dont know is thease a new BUG but.
<setup action>
</setup action>
<whole action>
opacity not focus: 0%, 40
wait for opacity
hide battle hud
COMMON EVENT: 1
camera focus: user
zoom: 170%, 150
animation wait: 10
perform action
action animation: target
action effect
COMMON EVENT: 2
wait for zoom
</whole action>
<follow action>
zoom: 100%, 60
opacity not focus: 100%, 60
wait for opacity
wait for zoom
show battle hud
</follow action>
Wats wrong with thease script? My hero makes heal magic twise! But he should make it only 1 time. Help pls
PS: if i delete this:
perform action
action animation: target
action effect
He makes skill only 1 time in the end of sequence.
Question 2:
When i use setup actions - Skill names/action messages -(in top of the screen) are disappeared. How can i call them back if i using setup actions? -
@YanflyPlease don't punish those of us that do follow your rules :'(
Took the words right out of my mouth...
If I were you, I'd consider saying these instead:
For everyone using/going to use Yanfly's plugins, please try to follow suit.
At the very least, Yanfly has written 100+ plugins in less than 10 months(maybe because Yanfly has joined the beta of RMMV), leading him/her to be an incredibly popular plugin developer.
This topic itself has 380+ followers, 4,100+ replies and 245,000+ visits, so it shouldn't surprise any of us if it turns out that there are tens of thousands of RMMV users using at least 1 Yanfly plugins.
The underlying costs behind being really popular plugin developers, howerver, is having enormous burdens, especially for the user-oriented ones.
Even if Yanfly were a full time plugin developer(of course he/she isn't), he/she'd still be overwhelmed by comments completely outside his/her scopes, including compatibility with foreign plugins, questions that can be answered by reading plugin documentations, reports that are user errors(configurations, understandings, etc), etc.
That's why Yanfly has to enforce relatively strict regulations here - to be fair with all sufficiently responsible users for a long enough time.
Actually, playing by the rules will do much, much more good than harm to most of us, as he/she can save time handling the aforementioned comments completely outside his/her scopes, and use those saved time to solve those within his/her scopes, improve existing plugins and write more new ones that can benefit us all.
For those continuing not conforming to Yanfly's established standards, please consider opening new topics in the JS Plugin Requests and/or JS Plugin Supports(Or even Learning Javascript and RMMV Supports if those topics ended up having little to nothing to do with Yanfly plugins), and the RMMV communities will still try to solve those topics for us.
So, please try to put in Yanfly's shoes before the misfortune happens, which will only make everyone lose.
Cheers :D -
@DoubleX I understand.... Unfortunately, there are many, many, users that use Yanfly's plugins without ever looking into these forums, and then when they need something they just hop on here without looking into anything on their own (or even reading the first post) and just assume they can just post away.
Would it be helpful for you @Yanfly, if those of us who frequent this forum (I check at least once daily) were to start attempting to quote your first post as close to the top of the page as we can get it whenever there is a new page? Perhaps that would cause those who just hop on here to notice it better. -
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.
Since the Final Fantasy series has CTB that works differently, which of these did you use as a base for your CTB? -
Probably FFT, it's the only one who uses Charge Turn Battle and it's not different at all.
-
@DoubleX I understand.... Unfortunately, there are many, many, users that use Yanfly's plugins without ever looking into these forums, and then when they need something they just hop on here without looking into anything on their own (or even reading the first post) and just assume they can just post away.
Would it be helpful for you @Yanfly, if those of us who frequent this forum (I check at least once daily) were to start attempting to quote your first post as close to the top of the page as we can get it whenever there is a new page? Perhaps that would cause those who just hop on here to notice it better.
It'd certainly help although, I don't want you guys to be pressured by the burden of needing to help out. The purpose of RPG Maker MV is for you all to have fun. :)
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Since the Final Fantasy series has CTB that works differently, which of these did you use as a base for your CTB?
It's actually loosely based around FFX with some tweaks to fit RPG Maker MV's higher AGI limits. -
Tips & Tricks - Cagnazzo's Tsunami (Final Fantasy 4)
Cagnazzo, a boss from Final Fantasy 4, has an interesting skill. Tsunami takes a couple of turns to charge up. But while it charges up, if the boss is struck by a lightning attack, it will cancel out the charging effect.
You can grab the copy/paste version of the code here:
Yanfly.moe: http://yanfly.moe/2016/06/04/tips-tricks-cagnazzos-tsunami-final-fantasy-4-rpg-maker-mv/