[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 234 of 309 View original ↗
  1. Solis said:
    Dang! These are my favorite part about your plugins :(  Good luck with future plugins :D

    Uh, does this mean we're not allowed to use those plugins like, ever, in current or future projects? Obviously they're not being updated anymore and thusly we can't be submitting bug reports about them, but are we still allowed to use them? If I'm recommending your stuff to a friend, do I have to skip over those because they're not supported anymore? Because I was kinda thinking of using them in my project (in fact they're already there in my Plugin Manager alongside several others), either I'd have a book that allowed you to switch battle styles from Default to ATB or CTB and back again, or have one of the battle styles be the "canon" option (most likely CTB since speed is a decent part of my battles, my main hero is kind of a Roguish-speedster type, my tank character is the slowest enc)...


    Still. I kind of had a feeling that this day would come, albeit moreso by you getting frustrated with people constantly asking questions about it rather than this practical answer of, "the engine has limits that even I can't surpass and there's only so much I can do before I break it" and "I really don't have the time".


    Also, you might want to announce this elsewhere like your channel just to let everyone else know.
  2. Little Adventurer said:
    Uh, does this mean we're not allowed to use those plugins like, ever, in current or future projects? Obviously they're not being updated anymore and thusly we can't be submitting bug reports about them, but are we still allowed to use them? If I'm recommending your stuff to a friend, do I have to skip over those because they're not supported anymore? Because I was kinda thinking of using them in my project (in fact they're already there in my Plugin Manager alongside several others), either I'd have a book that allowed you to switch battle styles from Default to ATB or CTB and back again, or have one of the battle styles be the "canon" option (most likely CTB since speed is a decent part of my battles, my main hero is kind of a Roguish-speedster type, my tank character is the slowest enc)...


    Still. I kind of had a feeling that this day would come, albeit moreso by you getting frustrated with people constantly asking questions about it rather than this practical answer of, "the engine has limits that even I can't surpass and there's only so much I can do before I break it" and "I really don't have the time".


    Also, you might want to announce this elsewhere like your channel just to let everyone else know.



    You can use them. I just won't be supporting them for bug fixes anymore.
  3. Tips & Tricks - Paralyze (Pokémon)










    In Pokémon, paralysis is a common status effect. However, unlike what paralysis does in RPG Maker MV, the Pokémon version gives the battler an attempt to complete an attack with a 25% chance of failing. Here's how you can recreate such an effect in RPG Maker MV!


    You can grab the copy/paste code here:
    Yanfly.moe: http://yanfly.moe/2016/07/22/tips-tricks-paralyze-pokemon-rpg-maker-mv/


    Enjoy!
  4. Thanks, Yanfly!
  5. This Paralyze version makes more sense.
  6. since CTB and ATB are no longer supported (and i'm not using them anymore) should i turn off tick based regan ( i actually like the effect of each regan state heal effect being shown instead of comulative)
  7. Thanks Yanfly,


    Love the latest tip & trick paralyze makes a usually way overpowered state finally viable for my project. Keep the tips and tricks coming they add so much value and have given me quite a few new ideas of doing things with javascript inside the various lunatic tags.
  8. Hey guys....How can I disable and enable the button common events on the maps? Example... My button C is called to the Common Event 5 which is Yanfly_smartjump...
    But I want the characters to be able to jump just on the certain maps...Is there plugin command that toggle or disable the specific button common events? :D
  9. I am in need of your assistance. I have correctly installed both the battle core engine AND the animated side battler plugins, but is there something I need to do to make the enemies and players go to the player/enemy when they attack? Is there a parameter I need to change or another plugin?
  10. I meant to make the character/enemy to run to the player/enemy, slash their sword, and run back, like without making all the sequences.
  11. You can't.


    You need more plugins and prepare the action sequence.
  12. Warionator said:
    I am in need of your assistance. I have correctly installed both the battle core engine AND the animated side battler plugins, but is there something I need to do to make the enemies and players go to the player/enemy when they attack? Is there a parameter I need to change or another plugin?

    put this code in the notebox of the attack skill:

    Spoiler
    <setup action>


    display action


    immortal: targets, true


    </setup action>


    <target action>


    if user.attackMotion() !== 'missile'


    move user: targets, front, 20


    else


    perform start


    end


    wait for movement


    motion attack: user


    wait: 10


    attack animation: target


    wait for animation


    action effect


    </target action>
  13. I found a bug with the recent tips and tricks: Mending.

    If i have enemy A cast it on enemy B and enemy A dies, the mending buff stays on enemy B.


    the healing does not continue, but the state persists for no apparent reason.


    I have tried fiddling with the lunatic notes for the state but i can't seem to get it to work.


    Thanks in advance for any help and keep up the good work!
  14. Yanfly said:
    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. That said, both ATB and CTB are no longer supported by Yanfly, so if you're using them, please remove them from the project used for the bug report.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 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 user 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. 



    New page.
  15. YEP.112 - Load Custom Fonts - RPG Maker MV










    You can grab the plugin here:
    Yanfly.moe: http://yanfly.moe/2016/07/23/yep-112-load-custom-font-rpg-maker-mv/


    For those using custom fonts, you may have noticed that not all fonts from the /fonts/ directory are loaded at the time the game is loaded. This plugin let's you place the fonts into the /fonts/ directory and then load them as the game starts.


    Enjoy!
  16. Cool!


    I haven't even really considered what font I plan on using, though...
  17. Wow, this thread is like nearly 190 pages long... 


    Hahahaha...


    I'd just like to say that your plugins are awesome, keep up the good work, Yanfly! 


    And I'm loving those T&T as well, hahahaha. Can't wait until you reach your goal of $2,200 on Patreon, because then we can get even MORE T&T!
  18. passballtotucker said:
    put this code in the notebox of the attack skill:

    Spoiler
    <setup action>


    display action


    immortal: targets, true


    </setup action>


    <target action>


    if user.attackMotion() !== 'missile'


    move user: targets, front, 20


    else


    perform start


    end


    wait for movement


    motion attack: user


    wait: 10


    attack animation: target


    wait for animation


    action effect


    </target action>

    Thank you so much it works like a charm ;D Also something completely unrelated I have an enemy with 2 magic attacks and 1 physical, but she is only doing the physical one (default) i messed around with the rating but that did nothing. Any assistance would be great!
  19. Warionator said:
    Thank you so much it works like a charm ;D Also something completely unrelated I have an enemy with 2 magic attacks and 1 physical, but she is only doing the physical one (default) i messed around with the rating but that did nothing. Any assistance would be great!



    Did you remember to give the enemy mp? I always forget to do that.