[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 248 of 309 View original ↗
  1. Saneterre said:
    Dear Yanfly,
    Ok, I know I'm being a pain but I have one more question about item synthesis.


    I find it strange not to know what your are synthesizing (and I'm not very good with chosing mask names) so I've decided to show all the informations (I've put "false' in the section "mask unknown" of the plugin).


    My problem now is that it is impossible to know if an item has already been synthesized once or not. Sure you can see how much you have in your inventory but if you, for example, sell the item, then there is nothing to tell you "you've synthed that before". It can be a problem if you want to complete 100% of the recipe. (Players must remember what they've crafted and it's not that easy when there are many items to craft).


    Many of my test players (all of them actually) thought that it was bad not to know what you would get from crafting. Maybe I should try to get around it with the <Mask Name: x> notetag, but maybe you will have a solution for me ?


    Sorry again to ask so much lately.



    A good way to do it is to make the Mask Name equal to the name of the item itself. Unsynthed items will be in italic while synthed items will be in normal text.


    ---

    Xenthar said:
    Hi, Yanfly.


    i've discovered a bug with a plugin combo, and a plug in setting.
     
    Script Name:
    YEP_X_Subclass v.1.10 and YEP_SkillLearnSystem v.1.10

    List of Scripts Used (with version):
    Yep_ClassChangeCore v.1.11, YEP_X_Subclass v.1.10, YEP_SkillLearnSystem v.1.10
     
    Bug Description:
    Game Freezes when trying to learn a skill.


    this happens only with the subclass plugin active, and the integration setting in the skill learn plugin set to true.


    in my main game i got an error instead of the freezing, but in my dummy game it just froze.

    Error Message:
    Type Error


    Cannot read property of '_actor' of undefined.
     
    Additional Information
    Link: https://dl.dropboxusercontent.com/u/60621831/Project1.7z



    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.


    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.


    ---

    Saneterre said:
    Plugin Name: Visual state effects (and animated sv enemies)


    Bug Explanation: you can't disable the "overlay" state effect on enemies (by putting false in the plugin) if the animated sv enemies plugin is on.


    Error Report: no error


    Exact Steps on How to Replicate Bug: 


    - Open my sample project and start the game. Go to the monster to start the fight. Use the magic "étincelle" (100% chance of inflicting "mute").


    - The enemy gets mute. You will see the mute icon and the mute overlay effect. But when you look at the visual effects plugin, you will see that the overlay for enemies is put to "false".


    - Now disable the "animated sv enemies" and start again. Now it works, only the icon appears above the enemy, not the overlay effect. So I guess it's a compatibility problem between the two. Changing the order didn't seem to solve the problem.


    - On another note : if you put the icon on enemies to false in the visual effects plugin (because you just want the overlay effect), the icon still appears unless you also put it to false in the "buff and states core" plugin (which also has that option). In other terms, there is no "override" of the visual effects plugin. I'm not sure this is voluntary (since it's not intuitive at all. You have to remember that this option exists in buff and states core, and choose false on both). The reverse is also correct : if you put it to false in buff and states and to true in the visual effects plugin, then the icons do not appear. In other terms the visual effects plugin seems to do nothing in the appearance or not of the icons, the decision only rests in the buff and states plugin.


    Sample Project (REQUIRED): here



    Thanks, I'll get this updated for the following plugin update (the upcoming Sunday).
  2. Yanfly said:
    Thanks, I'll get this updated for the following plugin update (the upcoming Sunday).

    I ask questions but I also try to be useful sometimes haha :)
  3. Can we expect an optimization of perfomance when you use higher resolutions with the core plugin? (1980 x 1020 as example)
  4. brandos said:
    Can we expect an optimization of perfomance when you use higher resolutions with the core plugin? (1980 x 1020 as example)



    That's something dependent on the specs of the computer running the game, not dependent on my plugins. My plugins cannot provide graphic memory, processing power, or anything of the like. Optimization for performance is also dependent on the game developers, such as yourself, as it is strictly your own choice to make your games whatever large or small resolution. That being said, 1980x1020 is hardly a good resolution for RPG Maker MV games to begin with for a plethora or reasons that are explained throughout this forum.
  5. Tips & Tricks - Dualcast (Final Fantasy 5) - RPG Maker MV










    Final Fantasy 5's Red Mage class is famously known for its ability to double cast magic. However, from Tips & Tricks Lunatic Mode alone, we cannot change the mechanic where you can select two spells to cast. Instead, what we can do is make it possible that the spell you've selected will cast twice! Here's how you can do it in RPG Maker MV!


    You can grab the copy/paste code here:
    Yanfly.moe: http://yanfly.moe/2016/08/29/tips-tricks-dualcast-final-fantasy-5-rpg-maker-mv/


    Enjoy!
  6. Yanfly said:
    That's something dependent on the specs of the computer running the game, not dependent on my plugins. My plugins cannot provide graphic memory, processing power, or anything of the like. Optimization for performance is also dependent on the game developers, such as yourself, as it is strictly your own choice to make your games whatever large or small resolution. That being said, 1980x1020 is hardly a good resolution for RPG Maker MV games to begin with for a plethora or reasons that are explained throughout this forum.



    Alright so it is a limit of the engine. Thank you for the reply.
  7. @Yanfly Won't this Double Cast affect the Attack and Guard skills?
  8. kovak said:
    @Yanfly Won't this Double Cast affect the Attack and Guard skills?



    Only if your Attack and Guard skills are magic type.
  9. Just a little compliment : I think your tips and tricks are great. Things that we think would need a new plugin are actually doable with plugins you have already provided.
  10. 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.  If you do not attach a sample project to the bug report, your bug report WILL BE ignored. There are NO exceptions.


    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. 



    Placing this on top of a new page.
  11. The dualcast tips and trick doesn't seem to work with the ITB system (by dreamX).


    I'm not sure why. Any ideas ? I really like dual casting.


    (Looking at the explanation on the code, DTB is mentioned but it's not clear to me if DTB is necessary to this code)
  12. Saneterre said:
    The dualcast tips and trick doesn't seem to work with the ITB system (by dreamX).


    I'm not sure why. Any ideas ? I really like dual casting.


    (Looking at the explanation on the code, DTB is mentioned but it's not clear to me if DTB is necessary to this code)

    DTB is the base system provided by RM MV.


    As for the other plugin, should ask to dreamX why is plugin doesn't work. As Yanfly said, he/she will not provide support for other plugin than his/her own.


    In my opinion, you should start over with a sample project to try debbuging. You might be surprise by the true origin of the bug...
  13. Nanaya said:
    DTB is the base system provided by RM MV.


    As for the other plugin, should ask to dreamX why is plugin doesn't work. As Yanfly said, he/she will not provide support for other plugin than his/her own.


    In my opinion, you should start over with a sample project to try debbuging. You might be surprise by the true origin of the bug...

    It's a tips and tricks code, it's not actually a bug. I thought yanfly might have a clue of what is going wrong since the ITB is based on his CTB system originally.


    Would that tips and tricks work in ATB and CTB or just with DTB is really my question. If people who use thoses systems have tried it, I would be very interested to know.
  14. Thank you for fixing the bugs I reported. Everything is working beautifully for me now.  :)
  15. Saneterre said:
    It's a tips and tricks code, it's not actually a bug. I thought yanfly might have a clue of what is going wrong since the ITB is based on his CTB system originally.


    Would that tips and tricks work in ATB and CTB or just with DTB is really my question. If people who use thoses systems have tried it, I would be very interested to know.

    It normally should be working. In fact, the code of the tip says that if it's DTB system, it just add up to queue the spell, if not, the it's forcing the action.


    I didn't try with ATB/CTB since Yanfly doesn't provide support anymore. But it should work with them. As for the other plugin, as I've said, try to look with the debbug mode where is the issue, and then, try to remove it. If your problem is simply that there's no repeat of the skill, it' just mean that the forced action isn't working for some reason... Hope that's helping.
  16. Thanks for the help Nanaya.


    I actually did some test of this dual cast : it worked for dtb, atb and ctb.


    It just doesn't work for itb. But since itb is not a yanfly plugin, I guess I won't know how to change the code here.


    But yanfly's such a cute little furry ball, who knows ^_^
  17. Saneterre said:
    But yanfly's such a cute little furry ball, who knows ^_^

    Yes indeed ^^

    Saneterre said:
    It just doesn't work for itb.

    Then, just follow Yanfly bug report system and send the report to dreamX, who knows, he might answer your question...
  18. Ok I'll try this again.

     
    Script Name:
    YEP_X_Subclass v.1.10 and YEP_SkillLearnSystem v.1.10

    List of Scripts Used (with version):
    Yep_ClassChangeCore v.1.11, YEP_X_Subclass v.1.10, YEP_SkillLearnSystem v.1.10
     
    Bug Description:
    Game Freezes when trying to learn a skill.


    this happens only with the subclass plugin active, and the integrate setting in the skill learn plugin set to true.


    in my main game i got an error instead of the freezing, but in my dummy game it just froze.

    Error Message:
    Type Error


    Cannot read property of '_actor' of undefined.


    Exact Steps on How to Replicate Bug:


    1.Open menu and select skill.


    2.Select learn skills\Hero\Fire.


    3.the game will freeze.
     
    Additional Information
    Link: https://dl.dropboxusercontent.com/u/60621831/Dummy%20Project.zip
  19. I had a quick question for the community, nothing big, though I hope that this hasn't been asked before. Almost 200 pages is a lot to sift through. :\


    If you've ever played Final Fantasy 6 (SNES 3) you might remember that each character had their own "Entrance" to combat. Terra walks in from off screen from the direction of the party, Locke "jumps" in from the bottom to his home location, Edgar manages to somehow fall from the sky, land in a crouched position, before standing up to fight, etc. 


    I was watching the "Dramatic Entrance" video from about 3 weeks ago, and it sparked the idea to recreate that effect and give each character a custom entrance to maybe demonstrate a bit of that character's personality and make them unique. However, my game has upwards of 20 characters who can be in the party of 4 at any one time (Based on the player's progress to a point, then their discretion). The Dramatic Entrance video assumes that the character's party at that point is static, or unchanged from the creator's intended party. While I assume there is a way to maybe adapt this, I was wondering if there was a way without having to put the "entrance" skill into every fight, while also checking who is in the fight and their position in the party.


    I can more or less imagine how to do it using common events at the beginning of a fight, individually checking the IDs of each party member using nested If/Else's and allocating the proper entrance to that character's place in the party, however I am concerned that that kind of event call may bog down the game a bit, since it would have to check 20+ characters four times at the beginning of each fight, not to mention I don't know if these could  run side by side: as in, the party all assembles at once, rather than one person does their animation, the next does theirs, etc etc ad nauseam.


    Any ideas or feedback would be helpful, so thanks in advanced.
  20. Aufy said:
    I had a quick question for the community, nothing big, though I hope that this hasn't been asked before. Almost 200 pages is a lot to sift through. :\


    If you've ever played Final Fantasy 6 (SNES 3) you might remember that each character had their own "Entrance" to combat. Terra walks in from off screen from the direction of the party, Locke "jumps" in from the bottom to his home location, Edgar manages to somehow fall from the sky, land in a crouched position, before standing up to fight, etc. 


    I was watching the "Dramatic Entrance" video from about 3 weeks ago, and it sparked the idea to recreate that effect and give each character a custom entrance to maybe demonstrate a bit of that character's personality and make them unique. However, my game has upwards of 20 characters who can be in the party of 4 at any one time (Based on the player's progress to a point, then their discretion). The Dramatic Entrance video assumes that the character's party at that point is static, or unchanged from the creator's intended party. While I assume there is a way to maybe adapt this, I was wondering if there was a way without having to put the "entrance" skill into every fight, while also checking who is in the fight and their position in the party.


    I can more or less imagine how to do it using common events at the beginning of a fight, individually checking the IDs of each party member using nested If/Else's and allocating the proper entrance to that character's place in the party, however I am concerned that that kind of event call may bog down the game a bit, since it would have to check 20+ characters four times at the beginning of each fight, not to mention I don't know if these could  run side by side: as in, the party all assembles at once, rather than one person does their animation, the next does theirs, etc etc ad nauseam.


    Any ideas or feedback would be helpful, so thanks in advanced.



    Yes, you can totally do this. Echo607 has a video on how to do it. The trick is to use the terms: MOTION Action*: Character#


    MOTION Victory: Character 1


    JUMP Character 1: 10, 20


    MOTION Chant: Character 2


    MOTION Item: Character 3


    ...


    ...


    MOTION Gaurd: Character 19


    MOTION Victory: Character 20


    As long as their is no wait commands, they'll execute pretty much at the same time. You can find an example of this in action at:






    I personally left out the zoom and camera motions since its a bit distracting, but its totally up to you how complex or not you want your entrance to look.