[YEP] Yanfly Engine Plugins

● ARCHIVED · READ-ONLY
Started by Yanfly 6167 posts Page 253 of 309 View original ↗
  1. Plugin Name: Action Sequence Pack 1


    Bug Explanation: In the case of a forced action, the instruction 'Common event' doesn't occur immediately as the documentation said.


    Error Report: None.


    Exact Steps on How to Replicate Bug: Create a skill with a 'Common event' instruction in the begining of its action sequence.


    Force a battler to use it, then try to use the skill normally. You will notice that in the case of the forced action, the common event will run after the skill is performed.


    Sample Project : https://www.mediafire.com/?dmhxvli7h5nz6uc


    Try the only battle available. The forced action will show texts in a different order than if you use the attack skill normally.
  2. Alexandre said:
    Plugin Name: Action Sequence Pack 1


    Bug Explanation: In the case of a forced action, the instruction 'Common event' doesn't occur immediately as the documentation said.


    Error Report: None.


    Exact Steps on How to Replicate Bug: Create a skill with a 'Common event' instruction in the begining of its action sequence.


    Force a battler to use it, then try to use the skill normally. You will notice that in the case of the forced action, the common event will run after the skill is performed.


    Sample Project : https://www.mediafire.com/?dmhxvli7h5nz6uc


    Try the only battle available. The forced action will show texts in a different order than if you use the attack skill normally.



    This isn't a bug, but rather a fail safe. If you do an event to run a forced action that runs a common event, the game will end up getting tangled up in a huge mess of conditions. Imagine this: An event that does a forced action, which in itself does a common event, stopping midway to do another forced action, and in that forced action does another common event, etc. That in turn causes huge problems for MV. The interpreter can only have so many layers before it ceases to work.  However, I will update the documentation to say it will not immediately launch during a forced action. I apologize, but you'll have to find another way to get your forced action -> common event to work.
  3. @HitYourGrandma I think he's talking about using the names of renamed events in the notetags, as opposed to the event numbers.


    @StefSan I suggest you do what I do, and name your events with their number, as in "1-Waitress" "2-Chef" "3-OldmanNPC" etc., this way they're still "named" and easy to identify when manipulating cut scenes, but the number is also easily visible for these kinds of tags.  It's not as ideal as being able to tag with names but it works for me in most situations.  
  4. Plugin Name: YEP_BuffStatesCore, Yep_RowFormation


    Bug Explanation: Few conditions must be met to isolate this bug. It was pretty tricky to get into core of it, took me about 10hours of digging :(.


     1. YEP_BuffStatesCore must have plugin parameter "Reapply rules" set to 2 (Add turns) 


     2. YEP_RowFormation must have parameter Row 1-3 States set to a stateID (no effect on state necessary) . 


     3. An action via Action sequence will apply a "temporary state" on target (used for some eval and math), active only for a part of action sequence "action effect" phase


     4. Temporary state use <Custom Respond Effect> target.addState(TurnBased state); - so it connect another state to target


     5. You can also check Passive states 20-22 (named row1-row3)


    If Row formation has no "passive state" (totally unrelated to both Temporary state/TurnBased state) whole process works correctly.  If Row formation has a "passive state" - TurnBased state based on <Custom Respond Effect>  of Temporary state connect TWICE  (so it ends up with DOUBLED turns)


    Error Report: No error message.


    Exact Steps on How to Replicate Bug: 


    Database:


    1. Before run project, check database for skill ID12 Attack Test It has hardcoded DMG 15 and Action sequence reduced only to 3 relevant lines as part of <target action> add state 12: target, show, action effect, remove state 12: target, show


    2. Check state ID12 Temporary state  it has for test purposes only one effect at Custom Respond Effect:  target.addState(13);


    which connects  state ID13 TurnBased state with duration 5-5 turns.


    3. You can check passive states ID20-22  - which are applied as passive states for ROW 1-3 set in Yep_RowFormation plugin (effect does not matter).


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


    Run included project. 


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


    Project:


    1. Run into blue clokaed guy and attack him. 


    2. During battle let Orc to hit you. Orc using skill  ID12 Attack Test


    3. You get one hit for 15 Damage, you get  ID12 Temporary state  connected (icon shown for 1 second as set in Action sequence) - but then ID13 TurnBased state connect TWICE via <Custom Respond Effect> - you can check it because of turns on state is 10 instead of 5.


    (I think passive state set inside RowFormation accidently force <Custom Respond Effect> to run second time, which cannot be identified easilly without Add turns apply rule. Because In my project I have lots of conditional branches inside "Temporary state" to calculate multiply state effect on target I ended with 2 states connected instead of one via  conditional branch which should not be possible during one respond phase. So I start digging and reducing my eval script to get to bottom of problem and found reapply add turns have same double-effect. Something simply force respond phase of "Temporary state" run twice and reapply add turns is most simple way to proove it.)


    Sample Project (REQUIRED):  (7MB)


    http://johauna.kilitar.cz/BugProject.zip


    Sorry for my english, I am not native speaker. I tried to be as accurate as is possible with my language/sripting skill. I hope it is really bug, not just missundestanding of a plugin description on my side.


    Thank you Yanfly for your time.  
  5. Yanfly said:
    This isn't a bug, but rather a fail safe. If you do an event to run a forced action that runs a common event, the game will end up getting tangled up in a huge mess of conditions. Imagine this: An event that does a forced action, which in itself does a common event, stopping midway to do another forced action, and in that forced action does another common event, etc. That in turn causes huge problems for MV. The interpreter can only have so many layers before it ceases to work.  However, I will update the documentation to say it will not immediately launch during a forced action. I apologize, but you'll have to find another way to get your forced action -> common event to work.



    OK, thanks for the explanation.
  6. HitYourGrandma said:
    Why can't you just write "Waitress" out in the message box itself?



    Cause if I plan to change the name for whatever reason. I have to change the entire conversion.


    so I only have to change the Event name and the messages too


    well okay. I can use the Messenger Macro too for that. =w=


    but I was just curious why this little thing isn't added yet (since it was in VX ace) :p


    @jonthefox yeah


    It's sometimes helpful if you wanna change a name again cuz of some changes but instead of changing 1 name you have to edit the entire context =w=
  7. Plugin Name: YEP_X_EBSAllowedTypes, YEP_SkillCooldowns (and obviously the required scripts YEP_SkillCore and YEP_EquipBattleSkills).


    Bug Explanation: There is a conflict between EBSAllowedTypes and SkillCooldowns. When these two plugins are active, using a skill with a <Global Cooldown: x> tag will not make a skill from the allowed type list be in cooldown, just the skills in the 'battleskills' list (equiped skills). It doesn't matter if you use a skill from the allowed list or the 'battleskill' list. If there is a Global Cooldown, only the batleskills will be affected. If you try a <Cooldown: x> tag, the cooldown will work normally in both lists. Also, this bug doesn't happens in a battle test, only in game battles.


    Error Report: NA


    Exact Steps on How to Replicate Bug: Plugins installed; just use any skills with a global cooldown effect. As soon as you can select combat commands for the hero that just used a global cooldown skill, look at battleskill and allowed type lists. You will see that battleskills are in cooldown, but not allowed list skills in game. The same process will not happen in a battle test and everything will work normally.


    In this project, you will have a list of 'battleskills' (special) and the allowed type (magic). Two skills of both types. One with global cooldown and another with a normal cooldown, just to check. The skills will have in their descriptions which is global cooldown or normal cooldown. Just start the game and talk to the only event on the map to start a basic battle. Every skills was forced to do zero damage just to allow tests for prolonged turns. The only skills that bypass cooldown by default are skills 1 and 2 (attack and guard).


    If you disable the YEP_X_EBSAllowedTypes plugin (but not YEP_EquipBattleSkills), the bug will not occur. Probably because you will have only the battleskill list for skill selection.


    Sample Project: https://dl.dropboxusercontent.com/u/24026317/Yep_Cooldown.and.EBS.bug.rar
  8. Plugin Name: YEP_CoreEngine


    Bug Explanation: Actor MAX stats don't work. You cannot restrict, for example, the MaxHP to 999 or higher than 9,999. The same applies with the other stats.


    Exact Steps on How to Replicate Bug: Start the project and you will see Harold on lv99 with 9,999 HP and 999 ATK. Although the Custom Parameter settings are in such a way set that it should be more than that. (The Max stat for HP is set in the CoreEngine to "999999" and for Parameter to "9999")


    Sample Project: Max Stats Bug


    The Project uses the following Plugins: YEP_CoreEngine, YEP_BaseParamControl, YEP_X_ClassBaseParam
  9. Kasuya said:
    Plugin Name: YEP_X_EBSAllowedTypes, YEP_SkillCooldowns (and obviously the required scripts YEP_SkillCore and YEP_EquipBattleSkills).


    Bug Explanation: There is a conflict between EBSAllowedTypes and SkillCooldowns. When these two plugins are active, using a skill with a <Global Cooldown: x> tag will not make a skill from the allowed type list be in cooldown, just the skills in the 'battleskills' list (equiped skills). It doesn't matter if you use a skill from the allowed list or the 'battleskill' list. If there is a Global Cooldown, only the batleskills will be affected. If you try a <Cooldown: x> tag, the cooldown will work normally in both lists. Also, this bug doesn't happens in a battle test, only in game battles.


    Error Report: NA


    Exact Steps on How to Replicate Bug: Plugins installed; just use any skills with a global cooldown effect. As soon as you can select combat commands for the hero that just used a global cooldown skill, look at battleskill and allowed type lists. You will see that battleskills are in cooldown, but not allowed list skills in game. The same process will not happen in a battle test and everything will work normally.


    In this project, you will have a list of 'battleskills' (special) and the allowed type (magic). Two skills of both types. One with global cooldown and another with a normal cooldown, just to check. The skills will have in their descriptions which is global cooldown or normal cooldown. Just start the game and talk to the only event on the map to start a basic battle. Every skills was forced to do zero damage just to allow tests for prolonged turns. The only skills that bypass cooldown by default are skills 1 and 2 (attack and guard).


    If you disable the YEP_X_EBSAllowedTypes plugin (but not YEP_EquipBattleSkills), the bug will not occur. Probably because you will have only the battleskill list for skill selection.


    Sample Project: https://dl.dropboxusercontent.com/u/24026317/Yep_Cooldown.and.EBS.bug.rar



    Thanks for the catch! I'll get that fixed by this coming weekend! :)


    ---

    Shiro1994 said:
    Plugin Name: YEP_CoreEngine


    Bug Explanation: Actor MAX stats don't work. You cannot restrict, for example, the MaxHP to 999 or higher than 9,999. The same applies with the other stats.


    Exact Steps on How to Replicate Bug: Start the project and you will see Harold on lv99 with 9,999 HP and 999 ATK. Although the Custom Parameter settings are in such a way set that it should be more than that. (The Max stat for HP is set in the CoreEngine to "999999" and for Parameter to "9999")


    Sample Project: Max Stats Bug


    The Project uses the following Plugins: YEP_CoreEngine, YEP_BaseParamControl, YEP_X_ClassBaseParam



    ...


    From the help file of the Base Parameter Control plugin.


     * ============================================================================
     * Introduction
     * ============================================================================
     *
     * The base parameters, MaxHP, MaxMP, ATK, DEF, MAT, MDF, AGI, and LUK all play
     * a very important part of battle, yet, so very little control is given to the
     * developer in regards to these important stats. This plugin will give more
     * control over how the stats are handled and more.
     *
     * Note: If you are using the Core Engine and have modified the settings there
     * for higher parameter caps, this plugin will override those settings if this
     * plugin is placed beneath the Core Engine (recommended).



    I'm starting to think it'd be a better idea to just remove the max limit parameter functionality the Core Engine given the number of times this "bug" has been addressed.
  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. 



    Putting this on the new page.
  11. Tips & Tricks - Arisen Phoenix (Monster Hunter) - RPG Maker MV










    Arisen Phoenix is a skill from Monster Hunter that removes all states on a target, good or bad, then restores HP based on the amount of states removed. This effect can now be recreated in RPG Maker MV!~


    You can grab the copy/paste code here:
    Yanfly.moe: http://yanfly.moe/2016/09/12/tips-tricks-arisen-phoenix-monster-hunter-rpg-maker-mv/


    Enjoy!
  12. Yanfly, please, did not you missed my bug report? It was before  Kasuya and Shiro. 


    As you already reacted to their reports and mine sits unanswered. Its not complain :)  its just check if you did not missed it.
  13. There's no project attached.
  14. Hmm, something strange. 


    Link click did not work in bug report,  copy/paste  link http://johauna.kilitar.cz/BugProject.zip  to browser works. 


    EDIT: project link edited for Bugreport as well, working now. 
  15. Yanfly said:
    Thanks for the catch! I'll get that fixed by this coming weekend! :)


    ---


    ...


    From the help file of the Base Parameter Control plugin.


     * ============================================================================
     * Introduction
     * ============================================================================
     *
     * The base parameters, MaxHP, MaxMP, ATK, DEF, MAT, MDF, AGI, and LUK all play
     * a very important part of battle, yet, so very little control is given to the
     * developer in regards to these important stats. This plugin will give more
     * control over how the stats are handled and more.
     *
     * Note: If you are using the Core Engine and have modified the settings there
     * for higher parameter caps, this plugin will override those settings if this
     * plugin is placed beneath the Core Engine (recommended).



    I'm starting to think it'd be a better idea to just remove the max limit parameter functionality the Core Engine given the number of times this "bug" has been addressed.






     



    I'm such an idiot, sorry for the false bug report. If I run into another bug I will be checking everything more carefully. My apologies for bothering you with that one.
  16. Kilitar said:
    Hmm, something strange. 


    Link click did not work in bug report,  copy/paste  link http://johauna.kilitar.cz/BugProject.zip  to browser works. 


    EDIT: project link edited for Bugreport as well, working now. 



    Thanks, I'll get this fixed by the upcoming weekend!
  17. It is possible to lower maximum durability in repairing process with YEP_X_ItemDurability.js script?
  18. Plugin name : YEP_SlipperyTiles


    Question?


    Is there a way to make the character slip faster when they touch a slippery region?


    The plugin work well, but I would like to get the movement faster when you touch the slippery region.


    Is it possible to update something in the script? 


    Thanks a lot for your help :D  
  19. Just a small thing I did in case anybody is interested. Inspired by the Fire Emblem skill 'Lucky Seven' (increase accuracy and avoid during the first 7 turns of battle), I made my own state. I had to look into the rpg_objects.js to find the turn code. This skill makes it so the user regenerates Health and TP during the first 7 turns, hence the help text.

    Code:
    <Help Description>
    The user regenerates \m[HP] and \m[TP] for the first 7 turns of battle..
    </Help Description>
    
    <Custom Passive Condition>
    if ($gameParty.inBattle()) {
      condition = $gameTroop.turnCount() <= 7;
    } else {
      condition = false;
    }
    </Custom Passive Condition>
  20. I dont know where to post this sugestion , but i was woundering if there is any way to have an actor use Stimulant potion or similar items on dead actors as


    an automatic effect like the Auto-Potion effect if you have a stimulant or similar in your inventory. I tried to modify the Auto-potion Tips & Tricks but with no luck at all.


    Scripting is not my strong side.


    I`m sry if this was wrong topic, but i hope for some help on this maybe as an Tips & Tricks sugestion...


    Sry about my bad English