[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 25 of 309 View original ↗
  1. any chance youll update the ATB to allow for enemies to act when a player is choosing an item or action?
  2. Cinnamon said:
    Hey Yanfly,

    If I have a few events on the map with <Save Event Location> and I call a battle, upon transferring to a different map and back, the events did not save their position.

    Note that the movement takes place AFTER the battle (so between the call battle event command and transferring to a different map). Movement BEFORE a battle is properly saved.

    Edit: Upon further investigation, Game_Event.prototype.saveLocation does NOT fully run if the <Save Event Location> events are moving after the battle. It seems this.isSaveLocation() is returning false?

    Edit 2: this.isSaveLocation() is "undefined" after a battle.

    Edit 3: It's fixed by adding a "DataManager.processSELNotetags2(this.event());":

    Game_Event.prototype.saveLocation = function() { DataManager.processSELNotetags2(this.event()); if (!this.isSaveLocation()) return; $gameSystem.saveEventLocation($gameMap.mapId(), this);};But, um, I don't think this is ideal.

    "isSaveLocation" is probably erased when switching to a battle scene.

    What's a more appropriate fix?
    I can already foresee myself having issues replicating this. In the mean time, can you reproduce this error in an empty project, upload it online (don't deploy it), and send me the link?

    Makeratore said:
    Yanfly, can I request the convertion of the Stop All Movement script? I would like to see a plugin that does something like that in MV, like the counterpart in Ace.
    I'll be remaking it! :)

    DarknessFalls said:
    any chance youll update the ATB to allow for enemies to act when a player is choosing an item or action?
    For the time being, it's not a high priority but I'll link to my explanation why I didn't include this innately: http://forums.rpgmakerweb.com/index.php?/topic/48860-yep-yanfly-engine-plugins-newest-battle-system-atb-plugin-count-24/page-6#entry491855
  3. Sure thing. :)

    https://www.dropbox.com/s/kqplz0u4hjps4r2/Yanfly_SavePos_Debug.rar?dl=0

    Talk to the little blonde girl on your right, then walk up and a rope will appear (using save event pos).

    Climb the rope and go back.

    The rope has reset.

    Try again, but talk to the boy above the girl (no battle).

    Go up the rope, go back.

    Rope does not reset.

    Technical version: obj.saveEventLocation (obj = Game_Event) becomes "undefined" when switching to the battle scene. A fix would be calling DataManager.processSELNotetags2 again for each event after the battle? I don't know. =)

    Thanks!
  4. Yanfly said:
    I'll be remaking it! :)
    Fantastic! :D I think that plugin is important for a lot of things.
  5. Cinnamon said:
    Sure thing. :)

    https://www.dropbox.com/s/kqplz0u4hjps4r2/Yanfly_SavePos_Debug.rar?dl=0

    Talk to the little blonde girl on your right, then walk up and a rope will appear (using save event pos).

    Climb the rope and go back.

    The rope has reset.

    Try again, but talk to the boy above the girl (no battle).

    Go up the rope, go back.

    Rope does not reset.

    Technical version: obj.saveEventLocation (obj = Game_Event) becomes "undefined" when switching to the battle scene. A fix would be calling DataManager.processSELNotetags2 again for each event after the battle? I don't know. =)

    Thanks!
    I've gotta say, one of the nicest things about MV is that I don't even need the MV editor and I can debug it just fine as long as I have the project's files. XD

    Anyway, got it fixed! http://yanfly.moe/plugins/en/YEP_SaveEventLocations.js

    You were close in about how to go about fixing it! :D Good job!
  6. Wow, weapon unleashes would be badass. A shame it didnt get many votes. I think most the options are very neat though
  7. Yay, thank you so much! It works. :)

    What scares me is that no one discovered this bug before though. Haha.
  8. I can't wait for the CTB. Hopefully I'll be able to configure it so battlers can only act once per turn, like Persona.
  9. Taemien said:
    Found a Bug between ATB and Battle Core.

    When you have a person in the party when the battle starts that has Auto Battle as one of their Traits (like you would use for a temporary character), it works fine.

    But if you add them in the middle of the fight using Formation command, their ATB gauge will fill up and they will not act.
    The newest updates should fix this now! :D

    http://yanfly.moe/yep/changelog/
  10. Yanfly, are you aware that the change in YEP_X_BattleSysATB v1.09 resulted in all action restricted states losing their first turn on the same turn they are cast?

    If you want a state to last for 2 actions you now need to assign it 3 actions as the first turn is used at the end of the turn the state was cast. ;)
  11. Roguedeus said:
    Yanfly, are you aware that the change in YEP_X_BattleSysATB v1.09 resulted in all action restricted states losing their first turn on the same turn they are cast?

    If you want a state to last for 2 actions you now need to assign it 3 actions as the first turn is used at the end of the turn the state was cast. ;)
    Yeah, I'm aware. It's actually the Battle Engine Core that made that change. I'm currently in the process of making a new state termination condition: Action Start.

    That way, we'll have four conditions:

    None

    Turn End

    Action Start

    Action End
  12. Hi there !

    I think I found a little bug in the Battle System - ATB plug-in.

    Basically, when two actors (note : I only tested with exactly two actors in the party) with the exact same AGI/ATB filling rates are perfectly in sync (like, at the beginning of the fight) and thus end up acting at the exact same time (if both of them attack, for example), the JS function BattleManager.endAction is called twice for the same actor instead of once for each actor.

    This seems not very serious, but the problem is that I have some other plug-in (Ammunition System) that actually does important things during 'endAction'.  :guffaw:  (see here for some details)

    Of course, I can just make a workaround in my own plug-in, but I thought I should let you know, since this detail is certainly unwanted...
  13. Unconnected42 said:
    Hi there !

    I think I found a little bug in the Battle System - ATB plug-in.

    Basically, when two actors (note : I only tested with exactly two actors in the party) with the exact same AGI/ATB filling rates are perfectly in sync (like, at the beginning of the fight) and thus end up acting at the exact same time (if both of them attack, for example), the JS function BattleManager.endAction is called twice for the same actor instead of once for each actor.

    This seems not very serious, but the problem is that I have some other plug-in (Ammunition System) that actually does important things during 'endAction'.  :guffaw:  (see here for some details)

    Of course, I can just make a workaround in my own plug-in, but I thought I should let you know, since this detail is certainly unwanted...
    Interesting. Since I'm at work, I'm unable to test this now, but it'll be easier for me to see the problem readied by the time I get back so I can fix it quicker.

    Can you help me do the following?

     

    1. Download all the newest updates of the plugin.

    2. Create a new project.

    3. Install -only- the affected plugins.

    4. Recreate the error.

    5. Upload the project online (do not deploy it).

    6. Post the link here and I'll take a look at it.

     

    Thanks.
  14. Weeeell... this will be unnecessary, actually.

    I downloaded the version 1.10 (had 1.08 before) in order to make all that you said, but I tested it inside my own test project before, and it happens that the bug does not occur any more with that version. That is, the endAction function is always called for the right actor now, as far as I can see (for information, the problem was the property _subject of BattleManager not being properly updated - it seemed).

    So whatever the bug really was, it has been solved already. (and I already made a fix in my plug-in, too, when I could just have told people to update their ATB version...)

    I neglected trying to update to the last version before reporting because I saw no indication of a fix for that specific bug in the changelog, but that ended up being a mistake!
  15. Woo! Glad to hear it worked out!
  16. Hello! Can you show me to the footprint for snow ? I cant find it :) thank you.
  17. Hey Yanfly, I'm trying to combine a few of your plugins to try and do something a bit interesting but it isn't working out.  I was wondering if you could help.

    So I want to use Job Points combined with the Skill Learn System to make a way to permanently increase certain stats of my characters.  I overall would like to find a way to increase the normal stats (HP/MP/ATK/DEF/MAT/MDF/AGI/LUK) as well as the critical hit rate, the state rate against the negative ailments of the game, and the rate a normal attack can inflict them as well.  How would I go about doing that?

    I have played around with the YEP_AutoPassiveStates, which I thought could help me do this.  It works okay for most of the stats, but the normal 8 can only be incremented by percentages, which is not what I want.  I want to increase them by flat amounts, like +1.

    I also can't help but feel that there's a more efficient way to do this, like maybe having then run off the "grow" features you can give some items.
  18. TheGamedawg said:
    Hey Yanfly, I'm trying to combine a few of your plugins to try and do something a bit interesting but it isn't working out.  I was wondering if you could help.

    So I want to use Job Points combined with the Skill Learn System to make a way to permanently increase certain stats of my characters.  I overall would like to find a way to increase the normal stats (HP/MP/ATK/DEF/MAT/MDF/AGI/LUK) as well as the critical hit rate, the state rate against the negative ailments of the game, and the rate a normal attack can inflict them as well.  How would I go about doing that?

    I have played around with the YEP_AutoPassiveStates, which I thought could help me do this.  It works okay for most of the stats, but the normal 8 can only be incremented by percentages, which is not what I want.  I want to increase them by flat amounts, like +1.

    I also can't help but feel that there's a more efficient way to do this, like maybe having then run off the "grow" features you can give some items.
    You must be a prophet. This is actually tomorrow's Tips & Tricks. :)
  19. I've a bunch of questions:

    1. For whatever reason your visual atb plugin does not display the gauges for me even though I have the plugins set in the recommended order. Do you know why this might happen?

    2. Does your visual HP gauges work with Ellye's atb completely? I tried it and the Hp gauges are displayed but I have the same problem where enemy atb gauges are not displayed.

    3. This is just a general question anyone can answer if they can. How do I get the actors max HP to be shown in battle instead of just the current HP on the battle HUD?

    Sorry for the bombardment!
  20. Tenryuga said:
    I've a bunch of questions:

    1. For whatever reason your visual atb plugin does not display the gauges for me even though I have the plugins set in the recommended order. Do you know why this might happen?

    2. Does your visual HP gauges work with Ellye's atb completely? I tried it and the Hp gauges are displayed but I have the same problem where enemy atb gauges are not displayed.

    3. This is just a general question anyone can answer if they can. How do I get the actors max HP to be shown in battle instead of just the current HP on the battle HUD?

    Sorry for the bombardment!
    1. Not really sure about this. Have you tried this in a new project you with just the plugins in question? If it works there, you may have conflicting plugins.

    2. I've never tried so I wouldn't be able to tell you. However, the HP gauges were made for the Battle Engine Core as a dependancy so if you don't have the Battle Engine Core, it won't show.

    3. In the updated Battle Engine Core, there's a parameter option to display only the Current HP/Max called "Current Max". Just change that and you're good.