[YEP] Yanfly Engine Plugins

● ARCHIVED · READ-ONLY
Started by Yanfly 6167 posts Page 210 of 309 View original ↗
  1. Hi @Yanfly, just a quick note, on YEP_EnemyLevel.js plugin http://yanfly.moe/plugins/en/YEP_EnemyLevels.js there is a unicode character I believe is mistyped there in


    DataManager.processELVNotetags1 = function(group) {
    var note1a = /<(.*)[ ]RATE:[ ]([\+\-]\d+)([%ï¼…])[ ]PER LEVEL>/i;


    I know that character is for % but it looks like an error that won't work with javascript MATCH in regex.


    Also, I really would like to know how it's possible to work with Base Parameters (Class one) plugin along with Enemy Levels. I know the tools from FlyingDream, I just didn't get how to make them work together. Could anyone point me to the right direction? I thought I could only work with Rates and it should work, but I guess it's not that simple.


    Thank you.
  2. bsides said:
    Hi @Yanfly, just a quick note, on YEP_EnemyLevel.js plugin http://yanfly.moe/plugins/en/YEP_EnemyLevels.js there is a unicode character I believe is mistyped there in



    DataManager.processELVNotetags1 = function(group) {
    var note1a = /<(.*)[ ]RATE:[ ]([\+\-]\d+)([%ï¼…])[ ]PER LEVEL>/i;


    I know that character is for % but it looks like an error that won't work with javascript MATCH in regex.


    Also, I really would like to know how it's possible to work with Base Parameters (Class one) plugin along with Enemy Levels. I know the tools from FlyingDream, I just didn't get how to make them work together. Could anyone point me to the right direction? I thought I could only work with Rates and it should work, but I guess it's not that simple.


    Thank you.



    Huh, it seems that unicode support got dropped off of it for some reason. I'll reupload it. Fortunately, it has little impact on how the tag works as it still takes in the %. The unicode that was altered was a double-spaced % for Asian keyboards that was an alternative.


    For the Base Parameters, please refer to their respective helpfiles as I've written out in detail how to use it:


     * ============================================================================
     * Lunatic Mode - Custom Class Parameters
     * ============================================================================
     *
     * If your formulas are short and simple, you can use this notetag to cover the
     * entire formula list for all of the base parameters:
     *
     * Class Notetag:
     *
     *   <Custom Class Parameters>
     *    maxhp = level * 30 + 300;
     *    maxmp = level * 20 + 150;
     *    atk = level * 15 + 15;
     *    def = level * 11 + 16;
     *    mat = level * 12 + 14;
     *    mdf = level * 10 + 13;
     *    agi = level * 14 + 15;
     *    luk = level * 13 + 12;
     *    exp = level * 100;
     *   </Custom Class Parameters>
     *   The 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi', 'luk', and 'exp'.
     *   variables each refer to their own individual stats. The 'level' variable
     *   refers to the actor's current level. The formula can be made any way you
     *   like as long as it returns a legal number.
     *   * Note: The 'exp' stat here refers to the amount of exp needed to reach
     *   the next level.
  3. Yanfly said:
    Huh, it seems that unicode support got dropped off of it for some reason. I'll reupload it. Fortunately, it has little impact on how the tag works as it still takes in the %. The unicode that was altered was a double-spaced % for Asian keyboards that was an alternative.



    I did some tests and it really does work with it so nevermind :3


    I read the Base Params help file, I just didn't get how to make that into Enemy Levels... wait... are those the same from Enemy Levels? If I use the same formulas in both they will grow exactly even? What about using rates to make like A/B/C/D/E stats for enemies and characters, would that work as well? Sorry for the many questions. Thanks again :)
  4. Hello, Yanfly. I hope this doesn't try your patience too much, but I believe I have found a bug in the SaveCore. If it's not a bug but rather a feature then I apologize in advance for wasting your time.


    Here is my report:

    Spoiler
    Plugin: YEP_SaveCore
    Bug: While using an actor whose name can be changed by the player via event, saving does not accurately reflect the name of the actor, even if the save took place before the actor was renamed.
    Error report: N/A
    Exact Replication Steps:
    Version 1:
    1. Set "Max Files" to any number above 1.
    2. Have an actor that can be named by the player. Give it any name.
    3. Create an event prompting the player to rename the actor.
    4. Set "Show Actor Names" to true.
    5. Start new game.
    6. Save to File 1. Notice how the name below the actor has the name set up in the database.
    7. Change the actor's name by interacting with the event set up in step 2.
    8. Save again, this time on File 2. Notice that, when you save on a different file, it now has the same actor name as the second file, even though in File 1 the actor had not changed their name yet.
    9. Quit to the title screen.
    10. Click "Continue". Notice that it also shows File 1 and File 2 as having the same name.
    Version 2:
    1. Set "Max Files" to 1.
    2. Repeat steps 1-7 from above.
    3. Pause and look at the save menu. Notice that File 1 now has the new name of the actor, even though you saved before renaming the actor.
    4. Close the game window, and re-open it, or just refresh the game window.
    5. Click on "Continue". Notice how the name on the file has been reset to database name.
    Sample Project: 
    https://mega.nz/#!QFkiDQhT!Usm6hY547eGuhfeHhX_iTR1EsJLzGvlIitco25aHfQ8
    (My computer would not allow me to add empty folders to the .zip folder, as I decided to go through the images/audio and remove uneccessary files via MV's Resource Manager so that download time would be faster. Unfortunately this means that some folders will be missing. Copying and pasting the files into a new project should work, though if you would prefer me to upload a copy where I removed files after compressing them then please let me know and I shall re-upload it.)
  5. GameFire said:
    Hello, Yanfly. I hope this doesn't try your patience too much, but I believe I have found a bug in the SaveCore. If it's not a bug but rather a feature then I apologize in advance for wasting your time.


    Here is my report:

    Spoiler
    Plugin: YEP_SaveCore
    Bug: While using an actor whose name can be changed by the player via event, saving does not accurately reflect the name of the actor, even if the save took place before the actor was renamed.
    Error report: N/A
    Exact Replication Steps:
    Version 1:
    1. Set "Max Files" to any number above 1.
    2. Have an actor that can be named by the player. Give it any name.
    3. Create an event prompting the player to rename the actor.
    4. Set "Show Actor Names" to true.
    5. Start new game.
    6. Save to File 1. Notice how the name below the actor has the name set up in the database.
    7. Change the actor's name by interacting with the event set up in step 2.
    8. Save again, this time on File 2. Notice that, when you save on a different file, it now has the same actor name as the second file, even though in File 1 the actor had not changed their name yet.
    9. Quit to the title screen.
    10. Click "Continue". Notice that it also shows File 1 and File 2 as having the same name.
    Version 2:
    1. Set "Max Files" to 1.
    2. Repeat steps 1-7 from above.
    3. Pause and look at the save menu. Notice that File 1 now has the new name of the actor, even though you saved before renaming the actor.
    4. Close the game window, and re-open it, or just refresh the game window.
    5. Click on "Continue". Notice how the name on the file has been reset to database name.
    Sample Project: 
    https://mega.nz/#!QFkiDQhT!Usm6hY547eGuhfeHhX_iTR1EsJLzGvlIitco25aHfQ8
    (My computer would not allow me to add empty folders to the .zip folder, as I decided to go through the images/audio and remove uneccessary files via MV's Resource Manager so that download time would be faster. Unfortunately this means that some folders will be missing. Copying and pasting the files into a new project should work, though if you would prefer me to upload a copy where I removed files after compressing them then please let me know and I shall re-upload it.)



    Thanks, I'll take a look at this once I'm back home.


    ---

    dragon3025 said:
    Plugin Name: YEP_X_AnimatedSVEnemies


    Bug Explanation: State icons are drawn below and under enemy.


    Error Report: None.


    Exact Steps on How to Replicate Bug: Enter battle and have a state inflicted on the enemy. The state icon is drawn below the enemy.


    Sample Project: https://www.dropbox.com/s/yzs31pmr87e2gdg/YEP_X_AnimatedSVEnemies%20States%20Covered%20by%20Battlers.zip?dl=0



    Thanks, I'll take a look at this once I'm back home.
  6. Hi Yanfly,


    in the help file of your Target Core Plugin you mention a function called "foes.aliveMembers()". Is it a function provided by one of your plugins or the plugin itself? I haven't seen it before and I don't know where it comes from. Are there any other functions like this not mentioned? Is there a list or something like that?


    I also noticed, that this function doesn't work other than in the <Custom Target Eval> section. That made me suspicious.


    Its not a bug but I still hope for help.


    Romepizza
  7. romepizza said:
    Hi Yanfly,


    in the help file of your Target Core Plugin you mention a function called "foes.aliveMembers()". Is it a function provided by one of your plugins or the plugin itself? I haven't seen it before and I don't know where it comes from. Are there any other functions like this not mentioned? Is there a list or something like that?


    I also noticed, that this function doesn't work other than in the <Custom Target Eval> section. That made me suspicious.


    Its not a bug but I still hope for help.


    Romepizza



    It's a function of RPG Maker MV. There isn't a list of something like that available. You'll have to go into the source code to find these functions.
  8. romepizza said:
    Hi Yanfly,


    in the help file of your Target Core Plugin you mention a function called "foes.aliveMembers()". Is it a function provided by one of your plugins or the plugin itself? I haven't seen it before and I don't know where it comes from. Are there any other functions like this not mentioned? Is there a list or something like that?


    I also noticed, that this function doesn't work other than in the <Custom Target Eval> section. That made me suspicious.


    Its not a bug but I still hope for help.


    Romepizza

    If you open rpg_objects.js, and do a search for 'aliveMembers' it'll take you to line 4586 eventually, where Game_Unit.prototype.aliveMembers = function() is declared.


    From what I can tell, YEP_TargetCore uses that function.  The best way to find functions that could be useful is to mess around in the console, or to open up the plugins/main game *.js files and scan through them.  Programmers make a habit of naming variables, functions, etc... in such a way as to be pretty readable without comments to explain their purpose.  Don't be afraid to experiment in the console, it won't damage your game in any way and it will try to figure out what you want if you keep things simple for it.


    For example, if you want to take a piece of equipment and see what you can do with it, put it into a variable first, then type the name of the variable and the first letter of whatever function or variable you think you need to experiment with.


    var item = $gameActors.actor(1).equips()[1];


    Typing 'item' with a . after it will then show many of the attached functions/variables.  Typing 'item' and pressing enter will bring up the object, which you can then expand and look at all the attached functions/variables within it if that is easier.  For functions specifically, expand 'prototypes' at the bottom of the object's display.


    'Atom' was recommended to me as a good editor to use for javascript, so if you don't have an editor already, go install it and have a look at the js files you're curious about.  


    One last thing though, this is a bug reporting forum, so if you (or anyone else reading this) have further questions regarding what you find while doing this, please start a new thread and try to keep this one focused on it's purpose.


    Hope that helps.
  9. Plugin Name: YEP_X_ChangeBattleEquip


    Bug Explanation: Map battleback is rebuilt every time the equip screen is opened.  Same issue as @RedAkerston but I'm dozens of hours into this project and have enough motivation to make a sample project.  ;)


    Error Report: None.


    Exact Steps on How to Replicate Bug: Enter battle, change equipment, and continue battle.  Remakes the background every time.  I did this a ton of times to see how bad it would get (see spoiler).

    Spoiler
    ghosts!.png

    Sample Project: https://www.dropbox.com/s/fv5epdzp72ryb14/Ghosts.zip?dl=0


    Note: My guess is the original screenshot could be buffered to replace the new screenshot when the equip scene is left, but my java knowledge is zip.  Also, if this solution fixes the terrible oversite to have all objects on screen vanish before a battle, two of my bird problems would be hit with one solution stone.  :guffaw:
  10. AlexFlorezArt said:
    Plugin Name: YEP_X_ChangeBattleEquip


    Bug Explanation: Map battleback is rebuilt every time the equip screen is opened.  Same issue as @RedAkerston but I'm dozens of hours into this project and have enough motivation to make a sample project.  ;)


    Error Report: None.


    Exact Steps on How to Replicate Bug: Enter battle, change equipment, and continue battle.  Remakes the background every time.  I did this a ton of times to see how bad it would get (see spoiler).

    Spoiler
    View attachment 39664

    Sample Project: https://www.dropbox.com/s/fv5epdzp72ryb14/Ghosts.zip?dl=0


    Note: My guess is the original screenshot could be buffered to replace the new screenshot when the equip scene is left, but my java knowledge is zip.  Also, if this solution fixes the terrible oversite to have all objects on screen vanish before a battle, two of my bird problems would be hit with one solution stone.  :guffaw:



    Much thanks, I'll be sure to look into this.
  11. Plugin Name: Yep.86 - Base Parameter Control


    Bug Explanation: Base Parameter Tag that modify the maximum hp don't work if used in the state notetag. It work if used in Actor or Weapon notetag.


    Error Report: None


    Exact Steps on How to Replicate Bug: Use tag //<maxhp Plus: +5> or   //<maxhp Plus: -5> or //<maxhp Flat: +5> or //<maxhp Flat: -5> in a State (for precision: a passive State).
  12. Plugin Name: Yep.75 - Equip Requirements


    Bug Explanation: Base Parameter Tag that modify the maximum hp don't work if used in the state notetag. It work if used in Actor or Weapon notetag.


    Error Report: Syntax Error Unexpected token ILLEGAL


    /C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/MVCommons.js:964 No parameters could be found for 'YEP_X_ActSeqPack2' !!
    /C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/MVCommons.js:964 No parameters could be found for 'YEP_ExtraEnemyDrops' !!
    /C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/MVCommons.js:964 No parameters could be found for 'YEP_WeaponUnleash' !!
    rpg_managers.js:1722 SyntaxError: Unexpected token ILLEGAL
        at Game_Actor.Game_BattlerBase.meetEquipEvalRequirements (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_X_EquipRequirements.js:538)
        at Game_Actor.Game_BattlerBase.meetAllEquipRequirements (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_X_EquipRequirements.js:459)
        at Window_EquipItem.isEnabled (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_X_EquipRequirements.js:566)
        at Window_EquipItem.Window_ItemList.drawItem (rpg_windows.js:1985)
        at Window_EquipItem.drawItem (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_EquipCore.js:707)
        at Window_EquipItem.Window_Selectable.drawAllItems (rpg_windows.js:1250)
        at Window_EquipItem.Window_ItemList.refresh (rpg_windows.js:2010)
        at Window_EquipItem.setActor (rpg_windows.js:2461)
        at Scene_Equip.refreshActor (rpg_scenes.js:1268)
        at Scene_Equip.refreshActor (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_ItemCore.js:1402)


    Exact Steps on How to Replicate Bug:


    Use the exemple script of the plugin in a weapon notetag.


    //<Custom Equip Requirement Condition>
    if (user.name() === ‘Harold’) {
    condition = true;
    } else {
    condition = false;
    }
    //</Custom Equip Requirement Condition>


    When you select the equip command from the menu, the game crash.


    Even do that at the game launch, if one character is equipped with the tagged equip.
  13. nerochepiace said:
    Plugin Name: Yep.86 - Base Parameter Control


    Bug Explanation: Base Parameter Tag that modify the maximum hp don't work if used in the state notetag. It work if used in Actor or Weapon notetag.


    Error Report: None


    Exact Steps on How to Replicate Bug: Use tag //<maxhp Plus: +5> or   //<maxhp Plus: -5> or //<maxhp Flat: +5> or //<maxhp Flat: -5> in a State (for precision: a passive State).


    nerochepiace said:
    Plugin Name: Yep.75 - Equip Requirements


    Bug Explanation: Base Parameter Tag that modify the maximum hp don't work if used in the state notetag. It work if used in Actor or Weapon notetag.


    Error Report: Syntax Error Unexpected token ILLEGAL


    /C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/MVCommons.js:964 No parameters could be found for 'YEP_X_ActSeqPack2' !!
    /C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/MVCommons.js:964 No parameters could be found for 'YEP_ExtraEnemyDrops' !!
    /C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/MVCommons.js:964 No parameters could be found for 'YEP_WeaponUnleash' !!
    rpg_managers.js:1722 SyntaxError: Unexpected token ILLEGAL
        at Game_Actor.Game_BattlerBase.meetEquipEvalRequirements (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_X_EquipRequirements.js:538)
        at Game_Actor.Game_BattlerBase.meetAllEquipRequirements (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_X_EquipRequirements.js:459)
        at Window_EquipItem.isEnabled (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_X_EquipRequirements.js:566)
        at Window_EquipItem.Window_ItemList.drawItem (rpg_windows.js:1985)
        at Window_EquipItem.drawItem (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_EquipCore.js:707)
        at Window_EquipItem.Window_Selectable.drawAllItems (rpg_windows.js:1250)
        at Window_EquipItem.Window_ItemList.refresh (rpg_windows.js:2010)
        at Window_EquipItem.setActor (rpg_windows.js:2461)
        at Scene_Equip.refreshActor (rpg_scenes.js:1268)
        at Scene_Equip.refreshActor (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_ItemCore.js:1402)


    Exact Steps on How to Replicate Bug:


    Use the exemple script of the plugin in a weapon notetag.


    //<Custom Equip Requirement Condition>
    if (user.name() === ‘Harold’) {
    condition = true;
    } else {
    condition = false;
    }
    //</Custom Equip Requirement Condition>


    When you select the equip command from the menu, the game crash.


    Even do that at the game launch, if one character is equipped with the tagged equip.



    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.


    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.


    If I don't get a sample project, I will not be able to fix the bug.
  14. Yanfly, quick question for you. For your absorption barrier, is there an easy way with a single command to reset every actor's barrier to 0? Or can it only be done one at a time?
  15. nerochepiace said:
    Plugin Name: Yep.86 - Base Parameter Control


    Bug Explanation: Base Parameter Tag that modify the maximum hp don't work if used in the state notetag. It work if used in Actor or Weapon notetag.


    Error Report: None


    Exact Steps on How to Replicate Bug: Use tag //<maxhp Plus: +5> or   //<maxhp Plus: -5> or //<maxhp Flat: +5> or //<maxhp Flat: -5> in a State (for precision: a passive State).


    nerochepiace said:
    Plugin Name: Yep.75 - Equip Requirements


    Bug Explanation: Base Parameter Tag that modify the maximum hp don't work if used in the state notetag. It work if used in Actor or Weapon notetag.


    Error Report: Syntax Error Unexpected token ILLEGAL


    /C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/MVCommons.js:964 No parameters could be found for 'YEP_X_ActSeqPack2' !!
    /C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/MVCommons.js:964 No parameters could be found for 'YEP_ExtraEnemyDrops' !!
    /C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/MVCommons.js:964 No parameters could be found for 'YEP_WeaponUnleash' !!
    rpg_managers.js:1722 SyntaxError: Unexpected token ILLEGAL
        at Game_Actor.Game_BattlerBase.meetEquipEvalRequirements (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_X_EquipRequirements.js:538)
        at Game_Actor.Game_BattlerBase.meetAllEquipRequirements (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_X_EquipRequirements.js:459)
        at Window_EquipItem.isEnabled (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_X_EquipRequirements.js:566)
        at Window_EquipItem.Window_ItemList.drawItem (rpg_windows.js:1985)
        at Window_EquipItem.drawItem (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_EquipCore.js:707)
        at Window_EquipItem.Window_Selectable.drawAllItems (rpg_windows.js:1250)
        at Window_EquipItem.Window_ItemList.refresh (rpg_windows.js:2010)
        at Window_EquipItem.setActor (rpg_windows.js:2461)
        at Scene_Equip.refreshActor (rpg_scenes.js:1268)
        at Scene_Equip.refreshActor (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_ItemCore.js:1402)


    Exact Steps on How to Replicate Bug:


    Use the exemple script of the plugin in a weapon notetag.


    //<Custom Equip Requirement Condition>
    if (user.name() === ‘Harold’) {
    condition = true;
    } else {
    condition = false;
    }
    //</Custom Equip Requirement Condition>


    When you select the equip command from the menu, the game crash.


    Even do that at the game launch, if one character is equipped with the tagged equip.



    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.


    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.


    If I don't get a sample project, I will not be able to fix the bug.


    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


    I have uploaded a sample project.


    http://www.mediafire.com/download/8rvpfn8ffqud8ks/Test.zip


    In the project, the second error will trigger at the begin of the game, as the weapon is equipped.


    More info about the first error: it's because two state are assigned to the actor 1.


    I dunno why, but if used one at time, it work.
  16. nerochepiace said:
    I have uploaded a sample project.


    http://www.mediafire.com/download/8rvpfn8ffqud8ks/Test.zip


    In the project, the second error will trigger at the begin of the game, as the weapon is equipped.


    More info about the first error: it's because two state are assigned to the actor 1.


    I dunno why, but if used one at time, it work.



    I'll look into the first one. For the second one, I'm assuming you must have copy/pasted from the wordpress. If you're going to copy/paste, copy it from the helpfile for the Lunatic Mode notetag.


    ---

    bgillisp said:
    Yanfly, quick question for you. For your absorption barrier, is there an easy way with a single command to reset every actor's barrier to 0? Or can it only be done one at a time?

    You have to do it manually one by one.
  17. Hi Yanfly


    i love your plugins. Sorry for my bad english.


    i have a problem with Animated SV Enemies v1.09.


    all the enemies looks left? why?


    i have no problems with Animated SV Enemies v1.04. (works fine) all the enemies looks right.


    I have RPGMV Version 1.2.0

    bug.png
  18. Hello @Yanfly, I've found an issue with the latest version of YEP_SaveEventLocations:


    Plugin Name: YEP_SaveEventLocations


    Bug Explanation: The events that are saved using the <Save Event Location> note tag do not retain their facing direction if the last move event they did was a turn.


    Exact Steps on How to Replicate Bug:

    • Create an event whose location is saved using <Save Event Location>
    • use an event to move that event around.
    • note that if you leave the map and come back, the event is still facing the last direction it moved (working as intended)
    • use a different event to move the event, but finish by making the event face a different direction than it just walked. (move left, face down)
    • leave the map and return, and note that the event is still facing the last direction it walked, not the direction it was facing when you left the map

    Sample Project (REQUIRED): saveevents.zip