[YEP] Yanfly Engine Plugins

● ARCHIVED · READ-ONLY
Started by Yanfly 6167 posts Page 229 of 309 View original ↗
  1. Omegadragon8 said:
    @Lionheart_84 I am sure there would be a way to code such a thing in Yanfly's lunatic mode, though I would not be the correct one to ask about that, since my coding skills are limited. Also I would be concerned about causing errors changing classes and clashing with other of Yanfly's plugins. Perhaps you should ask over at the plugin support forum, there are many kind souls over there that are glad to aid others with their skills in their free time.



    Thank you for your interest!!! :guffaw:


    But you know ... I know that similar things have to contact the author (yanfly) ... but the fact is that when I make requests or the like, I never responds the author !!! :(


    and if I also write about plugin support, there respond and tell me to address precisely author !!! >_>


    I do not ever answers .... how to do ???? :(
  2. @HikariAkio


    From the Event Chase Player Plug-In page:


    " It is best to play this inside of a custom move route for the event "


    Put the codes into the actual "Patrol" custom route itself, rather than the event code page.


    Your mileage will vary a lot less.
  3. @Hikitsune-Red


    Ahhh!! I see....Seems like I didn't read the post carefully..sorry for about that... Thanks alot @Hikitsune-Red :D Now it works perfectly :D thanks^^
  4. Yanfly said:
    Tips & Tricks - Power Up Transformations










    You can grab the copy/paste code here:
    Yanfly.moe: http://yanfly.moe/2016/07/08/tips-tricks-power-up-transformations-rpg-maker-mv/


    Give your party members the ability the ability to transform upon already existing transformations! Ascend to higher forms and crush your opponents!

    woot woot transformations


    now......how do i use the enemy transformation effect in a boss fight with a sideview actor as the enemy? i mean to do the normal power up thing as seen in this video......and not to another enemy
  5. ramza said:
    @Yanfly, I was working on adding an auto-life state like your Auto-Life Tips & Tricks video, and was wondering if it was possible to force the state to trigger an action sequence when the deselect effect happens, even if it's just copying another skill, that would be alright too.


    Some of the action sequence functions I can call from battleManager, but some of them won't work this way (or I don't know how to make them work, anyway).


    As is, the animation plays as soon as death happens, and the target is healed immediately, without even waiting for the animation to finish, and if an enemy is next to act, it will act while the animation is even still playing. I was hoping to show the actor dead for a bit, do a zoom, show the animation, do some motions, then the heal, you know, standard action sequence stuff.


    Is there an easy way to do this, or do I have to figure out how to call everything I want individually from function calls inside the state?


    Thanks.



    Hm, forcing a state to trigger an action sequence directly is a bit tough, but instead, you can have it request an action that contains those sequences. That's how I made the Jump skill, so if you would look at that Tips & Tricks, it may help you out. :)

    Crimson Dragon Inc. said:
    woot woot transformations


    now......how do i use the enemy transformation effect in a boss fight with a sideview actor as the enemy? i mean to do the normal power up thing as seen in this video......and not to another enemy



    Not as easy. However, you'll want them changing into an enemy with a different sideview battler. Actors and enemies work fundamentally different as far as graphics are concerned, so you'll have to adjust for it mechanically, too. :/ Doing it the same way as actors comes with its own fair share of problems.
  6. YEP.111 - Icon Balloons


    Features and How to Use










    RPG Maker MV provides us with 15 Balloon Animations to use have to allow our events to show emotions with. Sometimes, this just isn't enough. However, this plugin allows you to use icons from your IconSet to extend the number of balloon types you can use.


    You can grab the plugin here:
    Yanfly.moe: http://yanfly.moe/2016/07/09/yep-111-icon-balloons-rpg-maker-mv/


    Enjoy!
  7. Yanfly said:
    Hm, forcing a state to trigger an action sequence directly is a bit tough, but instead, you can have it request an action that contains those sequences. That's how I made the Jump skill, so if you would look at that Tips & Tricks, it may help you out. :)

    I can't get that function in your jump skill to work, even in a clean project with all required plugins up to date. Harold remains in the air forever, the leave effect doesn't trigger the forced action. This was by following your instructions exactly, as well. I'm not sure if it's a bug, or if the BattleManager.queueForceAction(user, skill, target); needs something else to actually make it go.


    Here's a sample project for troubleshooting.
  8. ramza said:
    I can't get that function in your jump skill to work, even in a clean project with all required plugins up to date. Harold remains in the air forever, the leave effect doesn't trigger the forced action. This was by following your instructions exactly, as well. I'm not sure if it's a bug, or if the BattleManager.queueForceAction(user, skill, target); needs something else to actually make it go.


    Here's a sample project for troubleshooting.



    In Battle Engine Core, you'll have to set Timed States and Timed Buffs to true.
  9. Hey, Yanfly, I got a question about your Item Core. How do I make those rectangles (and that box for the magnified icon) to become transparent? I'm asking because I'm using the AltMenuScreen3 plugin that allows me to customize the background of the menus. Thank you.
  10. Thanks for the help, that worked to fix it in the test project. However, I can see the reason it needed the tick based buffs/states to be true was because the actor couldn't move when the state expired, so he wouldn't do the action.


    In my own project, however, the function still didn't work, and it turned out to be a weird conflict with another plugin, that I had to move to the top of the plugin list for some reason. The good news with this, of course, is that my project is built around turn based states, so I don't need to rework the whole combat system by changing the states/buffs to time based.


    Thanks for your help.
  11. Yanfly said:
    YEP.111 - Icon Balloons


    Features and How to Use










    RPG Maker MV provides us with 15 Balloon Animations to use have to allow our events to show emotions with. Sometimes, this just isn't enough. However, this plugin allows you to use icons from your IconSet to extend the number of balloon types you can use.


    You can grab the plugin here:
    Yanfly.moe: http://yanfly.moe/2016/07/09/yep-111-icon-balloons-rpg-maker-mv/


    Enjoy!

    Nice! Now the question is, how long before someone makes a sims-like game using these balloons for speech?
  12. [Plugin Name]


         ► Message Core Extension - Extended Message Pack 1
    [Bug Explanation]


         ► Game_System.prototype.getMessageSound 


              └ <Line(s) 709, 712> Code which calculates random pitch and pan variance will double the value of the attribute.

    Spoiler
    Game_System.prototype.getMessageSound = function() {
    if (this._msgSoundName === undefined) this.initMessageSounds();
    var obj = {
    name: this._msgSoundName,
    volume: this._msgSoundVol,
    pitch: this._msgSoundPitch,
    pan: this._msgSoundPan
    }
    var max = this._msgSoundPitch + this._msgSoundPitchVar;
    var min = this._msgSoundPitch - this._msgSoundPitchVar;
    // Default value for obj['pitch'] is 100.
    // Default value for random pitch is 10; value returned is 90~110.
    // Due to the usage of the += operator, the value will essentially double.
    obj['pitch'] += Math.floor(Math.random() * ( max - min + 1) + min);
    var max = this._msgSoundPan + this._msgSoundPanVar;
    var min = this._msgSoundPan - this._msgSoundPanVar;
    // Similar issue as described above is present on the following line.
    obj['pan'] += Math.floor(Math.random() * ( max - min + 1) + min);
    return obj;
    };



    [Error Report]

    Spoiler
    Text Used : \lsonLorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum luctus porttitor est, nec dignissim dui luctus ac. Nunc eleifend, mauris bibendum ultricies placerat, odio urna porttitor arcu, a sollicitudin risus nisi vitae lectus.
    Sound Interval : 2 (Default)

    Pitch/Pan Console Log Output from Text >>

    Pitch[207] | Pan[0]
    Pitch[193] | Pan[-2]
    Pitch[198] | Pan[-3]
    Pitch[208] | Pan[9]
    Pitch[205] | Pan[9]
    Pitch[195] | Pan[-8]
    Pitch[206] | Pan[-1]
    Pitch[194] | Pan[-7]
    Pitch[204] | Pan[1]
    Pitch[192] | Pan[-7]
    Pitch[194] | Pan[7]
    Pitch[202] | Pan[10]
    Pitch[209] | Pan[5]
    Pitch[209] | Pan[-8]
    Pitch[209] | Pan[-6]
    Pitch[208] | Pan[4]
    Pitch[199] | Pan[-9]
    Pitch[205] | Pan[-2]
    Pitch[192] | Pan[7]
    Pitch[193] | Pan[5]
    Pitch[198] | Pan[7]
    Pitch[192] | Pan[-6]
    Pitch[197] | Pan[-3]
    Pitch[201] | Pan[-9]
    Pitch[204] | Pan[1]
    Pitch[208] | Pan[-2]
    Pitch[206] | Pan[-4]
    Pitch[200] | Pan[9]
    Pitch[205] | Pan[3]
    Pitch[203] | Pan[-5]
    Pitch[195] | Pan[-5]
    Pitch[192] | Pan[-9]
    Pitch[203] | Pan[5]
    Pitch[199] | Pan[-2]
    Pitch[190] | Pan[-8]
    Pitch[204] | Pan[-6]
    Pitch[203] | Pan[4]
    Pitch[197] | Pan[8]
    Pitch[203] | Pan[1]
    Pitch[207] | Pan[4]
    Pitch[201] | Pan[7]
    Pitch[201] | Pan[9]
    Pitch[190] | Pan[-1]
    Pitch[205] | Pan[-3]
    Pitch[190] | Pan[-1]
    Pitch[200] | Pan[-10]
    Pitch[204] | Pan[10]
    Pitch[196] | Pan[-1]
    Pitch[202] | Pan[8]
    Pitch[196] | Pan[-1]
    Pitch[203] | Pan[2]
    Pitch[192] | Pan[7]
    Pitch[209] | Pan[-5]
    Pitch[190] | Pan[-9]
    Pitch[190] | Pan[1]
    Pitch[204] | Pan[8]
    Pitch[198] | Pan[-10]
    Pitch[196] | Pan[-7]
    Pitch[197] | Pan[-4]
    Pitch[197] | Pan[5]
    Pitch[203] | Pan[-5]
    Pitch[193] | Pan[5]
    Pitch[193] | Pan[-6]
    Pitch[198] | Pan[0]
    Pitch[194] | Pan[8]
    Pitch[198] | Pan[7]
    Pitch[195] | Pan[-4]
    Pitch[197] | Pan[-8]
    Pitch[197] | Pan[-8]
    Pitch[200] | Pan[2]
    Pitch[190] | Pan[-4]
    Pitch[207] | Pan[10]
    Pitch[194] | Pan[3]
    Pitch[195] | Pan[6]
    Pitch[201] | Pan[9]
    Pitch[196] | Pan[6]
    Pitch[192] | Pan[-3]
    Pitch[206] | Pan[-2]
    Pitch[204] | Pan[0]
    Pitch[192] | Pan[-2]


    [Exact Steps on How to Replicate Bug]


         ● Download, copy, and add latest 'Yanfly Message Core' and 'Message Core Extension - Extended Message Pack 1' plugins into new project.


         ● Create an event and insert a Show Text option.


              ● Text Used : \lsonLorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum luctus porttitor est, nec dignissim dui luctus ac. Nunc eleifend, mauris bibendum ultricies placerat, odio urna porttitor arcu, a sollicitudin risus nisi vitae lectus.


         ● Enter playtest mode and activate the created event.


         ● The letter sound effect should have a high pitch.
    [Sample Project]


         ► https://db.tt/Ymh4sUyo


    [Plugin Name]


         ► Yanfly Message Core, Message Core Extension - Extended Message Pack 1
    [Bug Explanation]


         ► Font styles (color, italics, bold, etc) are not inherited when the message text spans multiple message windows.


    [Error Report]


         ► <None>


    [Exact Steps on How to Replicate Bug]


         ● Download, copy, and add latest 'Yanfly Message Core' and 'Message Core Extension - Extended Message Pack 1' plugins into new project.


         ● Enable the Word Wrapping option in the YEP_MessageCore plugin configuration window.


         ● Create an event and insert a Show Text option.


              ● Text Used : \hc[800000]“Cras nec metus eget arcu varius suscipit. Phasellus at lobortis mi.” \hc[0000C0]\fiDuis accumsan mi eget dui placerat consequat. Phasellus volutpat pretium ex, eget volutpat diam blandit id. Suspendisse blandit arcu ac elit facilisis, id posuere turpis molestie.\fi\hc[800000] “Lorem ipsum dolor sit amet, consectetur adipiscing elit.”


         ● Enter playtest mode and activate the created event.


         ● The font style \hc[0000C0]\fi will not be inherited on the latter section of the second sentence of the above text as the message spans multiple windows.
    [Sample Project]


         ► https://db.tt/U1o5OWck
  13. Lionheart_84 said:
    Thank you for your interest!!! :guffaw:


    But you know ... I know that similar things have to contact the author (yanfly) ... but the fact is that when I make requests or the like, I never responds the author !!! :(


    and if I also write about plugin support, there respond and tell me to address precisely author !!! >_>


    I do not ever answers .... how to do ???? :(



    Yanfly is simply too busy to take care of requests or offer new codes for his lunatic mode. The reason Yanfly doesn't respond is because this is an update and bug report forum only, and Yanfly is trying to get the community to understand that, as to not bog down the forum too much. I will set up a link to a post posing your question in the proper forum, You can see if you get a response. 

    If you are not getting a response, you can keep posting (or bumping) on your post to get it to refresh near the top of the list, until someone gets around to helping you. Please note that as per forum rules, you can not post multiple posts of your own consecutively, unless a full 72 hours has passed between each post. I will edit this with a link to a posted topic for yourself. I can see that english is not your first language, if I didn't explain it well please message me directly  :)

    Here is the link: 
  14. Yanfly said:

    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. DO NOT USE SAVES. I need to know exactly how to recreate the problem from start to finish. Simply giving me a save file tells me nothing.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:

    1. 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.
    2. 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.
    3. 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 DoubleX RMMV Popularized ATB Core(which is at least compatible with my Battle Engine Core with the compatibility fix) can't meet your demands already.
    • 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. 


    TERMS OF USE



    Any original material made by Yanfly is free for use with both free and commercial RPG Maker games unless specified otherwise. I do not demand royalties or special liberties if you choose to use Yanfly original content in your commercial games. (Although a free copy of your game would be nice!) I only ask that you provide “Yanfly” or “Yanfly Engine” a spot in your game’s credits.


     


    Any edits made to Yanfly original material are okay as long as you still provide the proper credit. Any non-Original content posted, linked, or shared on my website and channel will still require you to contact the respective parties for permission of use.


     


    I think this is simple. I’d like to keep it simple. I ask of you, as users, to please do not do things that will make me complicate it for everyone.

    Kikitsune-Red, I swear I am not trying to cheat to the top of the page via double posting :p  I am legitimately trying to help lionheart_84 :D  
  15. Plugin Name: Limited Skill Use


    Bug Explanation: I'm trying to create  a use pool for am actor's "Sword Arts" which is Skill Type 3. In the skills Note tag I have, 


    <Limit Use: 5>


    <SType 3 Limited Uses: -1>


    <Skill 11 Limited Uses: +1>


    (The third line changes to match the skill ID in this case, skill 11,12,13)


    The object is if Skill 11 is used, then the Limited uses for Skills 12 and 13 go down as well, or vice versa so a skill use pulls from the use pool of the Skill Type (in this case Sword Arts). However, in Battle, It only uses for the individual skill and the other two lines of notes are seemingly ignored. I pasted the notes into the default template "Heal" Skill ID 8 and set it to SType 3 (Sword Arts) and it works as intended. Sample Project includes this for demonstration purposes. I've tried with leading 0's and without, changed note tag order but it also doesn't seem to work. The game doesn't crash so I don't have a Error Report.


    Sample Project (REQUIRED): https://dl.dropboxusercontent.com/u/44951471/Test.zip
  16. Omegadragon8 said:
    Yanfly is simply too busy to take care of requests or offer new codes for his lunatic mode. The reason Yanfly doesn't respond is because this is an update and bug report forum only, and Yanfly is trying to get the community to understand that, as to not bog down the forum too much. I will set up a link to a post posing your question in the proper forum, You can see if you get a response. 

    If you are not getting a response, you can keep posting (or bumping) on your post to get it to refresh near the top of the list, until someone gets around to helping you. Please note that as per forum rules, you can not post multiple posts of your own consecutively, unless a full 72 hours has passed between each post. I will edit this with a link to a posted topic for yourself. I can see that english is not your first language, if I didn't explain it well please message me directly  :)

    Here is the link: 



    Ah, okay ... thanks again for your help !!! :guffaw:  I understand that Yanfly has a lot to think !!! everyone has commitments, both personal and non !!! ;)


    In fact, in the past I wrote several requests, questions and tips to Yanfly ... but never received answers, but it is also true that other than this forum,


    I do not know where else to contact him !!! :(


    Anyway ... Thanks again for your help !!! :guffaw:  and yes ... unfortunately, my first language is not English !!! :headshake:
  17. First excuse in advance if my english is'nt good.


    Yahallo,


    A strange bug appear in my project. :)


    Plugin Name:  Core engine/ Batle Engine Core/ Batle Sys CTB/ Target Core/ Animated SVEnemies/ Base troop Event


    Bug Explanation:  When I start my project, I have a error message.


    The bug appear lately, I can test my project the 4 july, but the more strange is this last week a work only in the graphics.


    Well, back to topics.




     





     



    Exact Steps on How to Replicate Bug: I create a new project with every data I have in my first project, but not any plugin and my project don't crach.


    But if a use plugin I have a error message, I download that plugin again a replace it but the error message come back.


    I try a new project with just the plugin without my data and the bug appear again


    Sample Project : HERE


    Someone know the problem?


    20.jpg


    21.jpg
  18. Exhydra said:
    [Plugin Name]


         ► Message Core Extension - Extended Message Pack 1
    [Bug Explanation]


         ► Game_System.prototype.getMessageSound 


              └ <Line(s) 709, 712> Code which calculates random pitch and pan variance will double the value of the attribute.

    Spoiler
    Game_System.prototype.getMessageSound = function() {
    if (this._msgSoundName === undefined) this.initMessageSounds();
    var obj = {
    name: this._msgSoundName,
    volume: this._msgSoundVol,
    pitch: this._msgSoundPitch,
    pan: this._msgSoundPan
    }
    var max = this._msgSoundPitch + this._msgSoundPitchVar;
    var min = this._msgSoundPitch - this._msgSoundPitchVar;
    // Default value for obj['pitch'] is 100.
    // Default value for random pitch is 10; value returned is 90~110.
    // Due to the usage of the += operator, the value will essentially double.
    obj['pitch'] += Math.floor(Math.random() * ( max - min + 1) + min);
    var max = this._msgSoundPan + this._msgSoundPanVar;
    var min = this._msgSoundPan - this._msgSoundPanVar;
    // Similar issue as described above is present on the following line.
    obj['pan'] += Math.floor(Math.random() * ( max - min + 1) + min);
    return obj;
    };



    [Error Report]

    Spoiler
    Text Used : \lsonLorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum luctus porttitor est, nec dignissim dui luctus ac. Nunc eleifend, mauris bibendum ultricies placerat, odio urna porttitor arcu, a sollicitudin risus nisi vitae lectus.
    Sound Interval : 2 (Default)

    Pitch/Pan Console Log Output from Text >>

    Pitch[207] | Pan[0]
    Pitch[193] | Pan[-2]
    Pitch[198] | Pan[-3]
    Pitch[208] | Pan[9]
    Pitch[205] | Pan[9]
    Pitch[195] | Pan[-8]
    Pitch[206] | Pan[-1]
    Pitch[194] | Pan[-7]
    Pitch[204] | Pan[1]
    Pitch[192] | Pan[-7]
    Pitch[194] | Pan[7]
    Pitch[202] | Pan[10]
    Pitch[209] | Pan[5]
    Pitch[209] | Pan[-8]
    Pitch[209] | Pan[-6]
    Pitch[208] | Pan[4]
    Pitch[199] | Pan[-9]
    Pitch[205] | Pan[-2]
    Pitch[192] | Pan[7]
    Pitch[193] | Pan[5]
    Pitch[198] | Pan[7]
    Pitch[192] | Pan[-6]
    Pitch[197] | Pan[-3]
    Pitch[201] | Pan[-9]
    Pitch[204] | Pan[1]
    Pitch[208] | Pan[-2]
    Pitch[206] | Pan[-4]
    Pitch[200] | Pan[9]
    Pitch[205] | Pan[3]
    Pitch[203] | Pan[-5]
    Pitch[195] | Pan[-5]
    Pitch[192] | Pan[-9]
    Pitch[203] | Pan[5]
    Pitch[199] | Pan[-2]
    Pitch[190] | Pan[-8]
    Pitch[204] | Pan[-6]
    Pitch[203] | Pan[4]
    Pitch[197] | Pan[8]
    Pitch[203] | Pan[1]
    Pitch[207] | Pan[4]
    Pitch[201] | Pan[7]
    Pitch[201] | Pan[9]
    Pitch[190] | Pan[-1]
    Pitch[205] | Pan[-3]
    Pitch[190] | Pan[-1]
    Pitch[200] | Pan[-10]
    Pitch[204] | Pan[10]
    Pitch[196] | Pan[-1]
    Pitch[202] | Pan[8]
    Pitch[196] | Pan[-1]
    Pitch[203] | Pan[2]
    Pitch[192] | Pan[7]
    Pitch[209] | Pan[-5]
    Pitch[190] | Pan[-9]
    Pitch[190] | Pan[1]
    Pitch[204] | Pan[8]
    Pitch[198] | Pan[-10]
    Pitch[196] | Pan[-7]
    Pitch[197] | Pan[-4]
    Pitch[197] | Pan[5]
    Pitch[203] | Pan[-5]
    Pitch[193] | Pan[5]
    Pitch[193] | Pan[-6]
    Pitch[198] | Pan[0]
    Pitch[194] | Pan[8]
    Pitch[198] | Pan[7]
    Pitch[195] | Pan[-4]
    Pitch[197] | Pan[-8]
    Pitch[197] | Pan[-8]
    Pitch[200] | Pan[2]
    Pitch[190] | Pan[-4]
    Pitch[207] | Pan[10]
    Pitch[194] | Pan[3]
    Pitch[195] | Pan[6]
    Pitch[201] | Pan[9]
    Pitch[196] | Pan[6]
    Pitch[192] | Pan[-3]
    Pitch[206] | Pan[-2]
    Pitch[204] | Pan[0]
    Pitch[192] | Pan[-2]


    [Exact Steps on How to Replicate Bug]


         ● Download, copy, and add latest 'Yanfly Message Core' and 'Message Core Extension - Extended Message Pack 1' plugins into new project.


         ● Create an event and insert a Show Text option.


              ● Text Used : \lsonLorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum luctus porttitor est, nec dignissim dui luctus ac. Nunc eleifend, mauris bibendum ultricies placerat, odio urna porttitor arcu, a sollicitudin risus nisi vitae lectus.


         ● Enter playtest mode and activate the created event.


         ● The letter sound effect should have a high pitch.
    [Sample Project]


         ► https://db.tt/Ymh4sUyo


    [Plugin Name]


         ► Yanfly Message Core, Message Core Extension - Extended Message Pack 1
    [Bug Explanation]


         ► Font styles (color, italics, bold, etc) are not inherited when the message text spans multiple message windows.


    [Error Report]


         ► <None>


    [Exact Steps on How to Replicate Bug]


         ● Download, copy, and add latest 'Yanfly Message Core' and 'Message Core Extension - Extended Message Pack 1' plugins into new project.


         ● Enable the Word Wrapping option in the YEP_MessageCore plugin configuration window.


         ● Create an event and insert a Show Text option.


              ● Text Used : \hc[800000]“Cras nec metus eget arcu varius suscipit. Phasellus at lobortis mi.” \hc[0000C0]\fiDuis accumsan mi eget dui placerat consequat. Phasellus volutpat pretium ex, eget volutpat diam blandit id. Suspendisse blandit arcu ac elit facilisis, id posuere turpis molestie.\fi\hc[800000] “Lorem ipsum dolor sit amet, consectetur adipiscing elit.”


         ● Enter playtest mode and activate the created event.


         ● The font style \hc[0000C0]\fi will not be inherited on the latter section of the second sentence of the above text as the message spans multiple windows.
    [Sample Project]


         ► https://db.tt/U1o5OWck



    Thanks, I'll get the pitch and pan variance fixed. However, for the message window spilling over to the next message window due to Word Wrap, that's due to something inherent within RPG Maker MV:


    Window_Message.prototype.newPage = function(textState) {
    this.contents.clear();
    this.resetFontSettings();
    this.clearFlags();
    this.loadMessageFace();
    textState.x = this.newLineX();
    textState.y = 0;
    textState.left = this.newLineX();
    textState.height = this.calcTextHeight(textState, false);
    };




    Whenever a new page occurs, it will always reset the font settings. This is something I rather not tweak due to it causing problems I cannot predict elsewhere.
  19. Kingdommangas said:
    A strange bug appear in my project. :)



    From the front page/top of this page:


    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 MUSTbe 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. DO NOT USE SAVES. I need to know exactly how to recreate the problem from start to finish. Simply giving me a save file tells me nothing.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.
  20. Mastens said:
    Plugin Name: Limited Skill Use


    Bug Explanation: I'm trying to create  a use pool for am actor's "Sword Arts" which is Skill Type 3. In the skills Note tag I have, 


    <Limit Use: 5>


    <SType 3 Limited Uses: -1>


    <Skill 11 Limited Uses: +1>


    (The third line changes to match the skill ID in this case, skill 11,12,13)


    The object is if Skill 11 is used, then the Limited uses for Skills 12 and 13 go down as well, or vice versa so a skill use pulls from the use pool of the Skill Type (in this case Sword Arts). However, in Battle, It only uses for the individual skill and the other two lines of notes are seemingly ignored. I pasted the notes into the default template "Heal" Skill ID 8 and set it to SType 3 (Sword Arts) and it works as intended. Sample Project includes this for demonstration purposes. I've tried with leading 0's and without, changed note tag order but it also doesn't seem to work. The game doesn't crash so I don't have a Error Report.


    Sample Project (REQUIRED): https://dl.dropboxusercontent.com/u/44951471/Test.zip



    Please read through the instructions carefully:


     *   <Global Limited Uses: +x>
     *   <Global Limited Uses: -x>
     *   This will change the target's limited uses by +x or -x for all skills.
     *   +x will increase the amount of times the skills can be used. -x will
     *   decrease the amount of times the skills can be used.
     *
     *   <SType x Limited Uses: +y>
     *   <SType x Limited Uses: -y>
     *   This will change the target's limited uses by +y or -y for all skills of
     *   the skill type x. +y will increase the amount of times the skills can be
     *   used. -y will decrease the amount of times the skills can be used.
     *
     *   <Skill x Limited Uses: +y>
     *   <Skill x Limited Uses: -y>
     *   <Skill name Limited Uses: +y>
     *   <Skill name Limited Uses: -y>
     *   This will change the target's limited uses by +y or -y for skill x. If
     *   you use the named notetag varient and have multiple skills in the database
     *   with the same name, priority will be given to the skill with the highest
     *   ID. +y will increase the amount of times the skills can be used. -y will
     *   decrease the amount of times the skills can be used.