Hello,
I would like to ask a question and hope someone can help me with it although I don't report a bug. Sorry for bothering.
In this video (YEP.58 - Item Synthesis) at minute 7:00 Yanfly created probably an unique item (recipe) which one can only buy once but how do I do this? I can't figure it out. I would highly appreciate your help:
Thank you very much in advance.
Edit:
I run in another issue with YEP.32 - Class Change Core:
If I change the class which has no MP to a class with MP the class has for example 0 / 100 MP so it doesn't recover the MP.
Is there an option that you can prevent this and get the full MP with a class change? Is there an option to recover the health of the actors?
(Info: I set the MP with this notetags:<Custom Class Parameters> maxmp = 0; </Custom Class Parameters>)
Furthermore it is the same with health, if you have for example a level 2 Druid and a level 1 Mage class everytime I switch those classes the health bar is draining bit by bit - so the character loses everytime it switches classes a bit HP. Strangely enough with that case switching between two classes which have MP the MP adjusts itself for the class. So there is no MP loss...
I used a plugin from sombody else which heals the actor by leveling up but since I modified the EXP Curve with yep.BaseParamControl & yep_X_ClassbaseParam, it doesn't work anymore (or at least I think this is the reason). Does yanfly provide something like a heal with level up? (I've nearly seen every plugin video from yanfly ~ about 90 videos or so but I cannot remember something like that)
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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Hello,
I would like to ask a question and hope someone can help me with it although I don't report a bug. Sorry for bothering.
In this video (YEP.58 - Item Synthesis) at minute 7:00 Yanfly created probably an unique item (recipe) which one can only buy once but how do I do this? I can't figure it out. I would highly appreciate your help:
Thank you very much in advance.
Edit:
I run in another issue with YEP.32 - Class Change Core:
If I change the class which has no MP to a class with MP the class has for example 0 / 100 MP so it doesn't recover the MP.
Is there an option that you can prevent this and get the full MP with a class change? Is there an option to recover the health of the actors?
(Info: I set the MP with this notetags:<Custom Class Parameters> maxmp = 0; </Custom Class Parameters>)
Furthermore it is the same with health, if you have for example a level 2 Druid and a level 1 Mage class everytime I switch those classes the health bar is draining bit by bit - so the character loses everytime it switches classes a bit HP. Strangely enough with that case switching between two classes which have MP the MP adjusts itself for the class. So there is no MP loss...
I used a plugin from sombody else which heals the actor by leveling up but since I modified the EXP Curve with yep.BaseParamControl & yep_X_ClassbaseParam, it doesn't work anymore (or at least I think this is the reason). Does yanfly provide something like a heal with level up? (I've nearly seen every plugin video from yanfly ~ about 90 videos or so but I cannot remember something like that)
The buy-one-of is achieved through Item Core using the <Max Item: x> notetag. Replace x with 1.
Your best bet for the Class Change issue is to not have classes with 0 MP. 0 is a bad number to use as far as game design goes. 0 causes problems that no other numbers do. If you're going for a 0 MP class and it restricts gameplay freedom. Give the class excessively low MP but not 0. -
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. :)
But if doing so can probably prevent(or at least drastically delay) your ATB/CTB from being vanished into the thin air, I'd guess that alone is a sufficiently strong motivation for many of those enjoying those plugins ;) -
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. :)
I'm not going to lie, what little (and I mean minuscule!) help I've thrown into the ring over the past few weeks has been fun. (And a learning experience, too)
So consider my hat still in the ring. I'm on board for @Omegadragon8's idea if it'll help ease some burdens. -
I'm not going to lie, what little (and I mean minuscule!) help I've thrown into the ring over the past few weeks has been fun. (And a learning experience, too)
So consider my hat still in the ring. I'm on board for @Omegadragon8's idea if it'll help easy some burdens.
Agreed, although most of my posts will likely be oriented towards answering questions I can or redirecting/reminding - I'll do what I can. -
@Yanfly YEP_RegionEvents > is it possible to trigger a common event when the player is NOT overlapping a region?
I need to be able to do that in order to cleanup some hud elements and pictures when the player exits a region that triggered them.
So if player != region5, do:...
is there a way to do that? -
hi yanfly ,
is it possible to play movie files in skill's? I'm currently trying to play a movie via calling a common event. the movie plays but the action sequence carry's on while the video plays.
ive also tried using a plugin from sumrandomdude which makes events wait till a video has finished, which his done a good job but doesn't work for in skill's. it makes the movie keep repeating itself? is this possible to do? thankyou -
I would like to know the meaning of the CTB Full Gauge formula. :)
Math.max(7000, BattleManager.highestBaseAgi() * 120)
I assume that "BattleManager.highestBaseAgi()" is referred, as the name suggets, to the Highest AGI, which it's multiplied by 120 (?).
It's obscure for me the meaning of Math.max and 7000. -
I would like to know the meaning of the CTB Full Gauge formula. :)
I assume that "BattleManager.highestBaseAgi()" is referred, as the name suggets, to the Highest AGI, which it's multiplied by 120 (?).
It's obscure for me the meaning of Math.max and 7000.
"Pick the larger of the two between 7000 and BattleManager.highestBaseAgi() * 120." -
@Yanfly YEP_RegionEvents > is it possible to trigger a common event when the player is NOT overlapping a region?
I need to be able to do that in order to cleanup some hud elements and pictures when the player exits a region that triggered them.
So if player != region5, do:...
is there a way to do that?
No. Doing something like that will cause way more cpu usage.
---
hi yanfly ,
is it possible to play movie files in skill's? I'm currently trying to play a movie via calling a common event. the movie plays but the action sequence carry's on while the video plays.
ive also tried using a plugin from sumrandomdude which makes events wait till a video has finished, which his done a good job but doesn't work for in skill's. it makes the movie keep repeating itself? is this possible to do? thankyou
Action Sequence help goes here:
---
I would like to know the meaning of the CTB Full Gauge formula. :)
I assume that "BattleManager.highestBaseAgi()" is referred, as the name suggets, to the Highest AGI, which it's multiplied by 120 (?).
It's obscure for me the meaning of Math.max and 7000.
That's correct. And like HeroicJay said, "Pick the larger of the two between 7000 and BattleManager.highestBaseAgi() * 120." -
Equip Battle Skills Extension >> Equip Battle Skills - Allowed Types
Features and How to Use
For those who are using the Equip Battle Skills plugin, you may have noticed that the 'Skills' command replaces all skill types in the battle command window. For those who'd like to have certain skill types continue working, you can use this plugin to create an exception for it. The skill types found listed in the plugin parameters will be given an exception and will be shown in battle. Any skill that contains the skill type also cannot be equipped in a battle skill slot.
You can grab the plugin here:
Yanfly.moe: http://yanfly.moe/2016/06/05/yep-106-equip-battle-skills-allowed-types-rpg-maker-mv/ -
"Pick the larger of the two between 7000 and BattleManager.highestBaseAgi() * 120."
That's correct. And like HeroicJay said, "Pick the larger of the two between 7000 and BattleManager.highestBaseAgi() * 120."
Thank you, guys! That's really useful. Adjusting this numbers i can speed up the bs. -
I feel really guilty. :( I feel like I unintentionally put pressure on you to make that plugin, when you could have been focusing on something you'd want to make, or something big that you want to focus on and get out of the way, and because I complained about the Equip Battle Skills plugin, you gave us an extension even when you said you weren't planning to...
I'm so sorry if I forced your hand. >.< -
Guys, i haven't received any help. 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? -
Guys, i haven't received any help. 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?
Firstly, please be patient, there is no such thing as a full-time staff or guaranteed answer here.
Secondly, someone did answer your question, please go back and read the thread.
BUT!
For simplicity sake I'll explain it here and now:
The Save Core packages all the functions into the Scene_Save scene, so, what "Disable Save Access" does now is turn off the save function which USED to be in the main menu, but is now inside the Scene_Save. So, when you disable save, you're disabling the option to save that is now contained in that scene, as opposed to the menu option.
An easy way to remedy this (and I believe this is the answer you received earlier) is to simply use the "Enable Save Access" function before you use the "Open Save Menu" function, then follow that with a "Disable Save Access" function.
Viola! -
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.
To make a bug report, simply report it in this thread. Chances are, I will find out about the bug in this thread than by making one in the JS Support forum.
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.
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.
NOTE2: As I've stated before in the previous note, I'll only provide support for my own codes that I, myself, have provided. To make this clear, this means strictly the plugins I've made and any code for Lunatic Mode that I, personally, have provided through Tips & Tricks. I am not responsible for any coding errors, coding roadblocks, or code questions that you come across within your own Lunatic Mode code. Unless the Lunatic Mode notetag itself has a bug, you are to ask your questions here.
NOTE3: However, as an exception to NOTE2, this does not mean I am going to explain to you how to use all the various functions inside of my plugins. If a function added by my plugins is not listed in the Help File, it means I do not deem that function to be used for script calls. Therefore, if you choose a function outside of the ones listed in the help files to use in a script call, I am NOT responsible for it not working properly for you. No script call support will be provided for functions not listed within the help file.
WHY I NEED A CLEAN SAMPLE PROJECT FOR BUG REPORTS:
If you're wondering why I make it an absolute requirement for sample projects containing to be made, it's because in the past, I've chased and hunted bugs that do not exist either because a user had a conflicting error with a non-Yanfly plugin, has not updated the plugins, using the plugin incorrectly, or think something is a bug when it really isn't. The amount of time I've wasted chasing these "bugs" is unfathomable as that time could have been spent developing new content. To mitigate this issue, I made it an absolute requirement for bugs to be reported in such a manner because of the following:
- It makes the player go through all of the troubleshooting steps to reduce the amount of user errors. If the user identifies it as a user error, then the user would also have gained troubleshooting skills, which are essential for game development.
- Isolate the bugs caused by Yanfly plugins away from non-Yanfly plugins. As stated above, I do not provide support for non-Yanfly plugins due to my lack of time to create compatibility patches for non-Yanfly plugins. Having over 100+ plugins, making a compatibility patch for each one of those with every other plugin out there is absolute insanity.
- It shows that the user is serious about getting the bug fixed as I am. Being able to put out time to isolate a problem so it can be fixed means the user is serious about getting their game made. As a user's time is important to them, my time is also important to me, and this is our mutual agreement to get things done cooperatively.
Thank you for understanding.
BASIC TROUBLE SHOOTING
1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/
2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.
3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?
4. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager?
You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video: http://yanfly.moe/yep/changelog/
Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.
5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.
6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.
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.
For a new page (we'll see how this goes)
FYI - ICYDK
There are 25 posts per page. - It makes the player go through all of the troubleshooting steps to reduce the amount of user errors. If the user identifies it as a user error, then the user would also have gained troubleshooting skills, which are essential for game development.
-
Firstly, please be patient, there is no such thing as a full-time staff or guaranteed answer here.
Secondly, someone did answer your question, please go back and read the thread.
BUT!
For simplicity sake I'll explain it here and now:
The Save Core packages all the functions into the Scene_Save scene, so, what "Disable Save Access" does now is turn off the save function which USED to be in the main menu, but is now inside the Scene_Save. So, when you disable save, you're disabling the option to save that is now contained in that scene, as opposed to the menu option.
An easy way to remedy this (and I believe this is the answer you received earlier) is to simply use the "Enable Save Access" function before you use the "Open Save Menu" function, then follow that with a "Disable Save Access" function.
Viola!
Thank you very much for reply. Uhm i don't see any answers back o.o however, so simple and stupid... i don't think about that xD Thank you very much! -
Guys, i haven't received any help. 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?
From the helpfile:
* ============================================================================
* Introduction
* ============================================================================
*
* This plugin provides a new save interface for the player. Along with a new
* interface, the player can also load and delete saves straight from the menu
* itself. This will in turn make the save command from the Main Menu always
* available, but the save option within the new save menu will be enabled
* depending on whether or not it is allowed or disallowed. From the interface,
* the player is given more information regarding the save file including the
* the location the player saved at, the amount of gold available, and any
* variables that you want to show the player as well. -
From the helpfile:
* ============================================================================
* Introduction
* ============================================================================
*
* This plugin provides a new save interface for the player. Along with a new
* interface, the player can also load and delete saves straight from the menu
* itself. This will in turn make the save command from the Main Menu always
* available, but the save option within the new save menu will be enabled
* depending on whether or not it is allowed or disallowed. From the interface,
* the player is given more information regarding the save file including the
* the location the player saved at, the amount of gold available, and any
* variables that you want to show the player as well.
sorry but it is not entirely clear trying to translate what is written. I will be sure that I was not able to understand what you meant. The language does not help xD -
@Hikitsune-Red Nicely done! Hopefully that will help people notice it more when they first pop on here. So we need to aim to be a twenty sixth post on a page so it goes to the next one :D