Bug Report for: Change Battle Equip
Bug Explanation: After accessing the "Equip" menu in-battle, a "TypeError" notice appears while attempting to return to the battle screen.
Error Report: TypeError: undefined is not a function
at Function.BattleManager.startBattle (/C:/Users/Jo/Documents/RPGMakerMV/DebugStage/js/plugins/YEP_X_ChangeBattleEquip.js:129)
at Scene_Battle.start (rpg_scenes.js:2036)
at Function.SceneManager.updateScene (rpg_managers.js:1824)
at Function.SceneManager.updateMain (rpg_managers.js:1790)
at Function.SceneManager.update (rpg_managers.js:1714)
Exact Steps on How to Replicate Bug: While in battle, select "Equip" menu. Upon attempting to exit menu, bug will occur.
Sample Project: http://www.mediafire.com/download/bb6aabiw48rho23/DebugStage.zip
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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@Miacuro
In the plug-in manager, go to the settings of row formation and scroll down to Row X Home Y (with the X being the numbers of rows you want to configure, in your case 1 and 2). The default should be 'centerY + ((rowSize / -2 + 0.5) + rowIndex) * 32'.
Here, change the rowIndex to $gameParty.members().indexOf(this._actor) for every row you want to be affected. With this, the will have the right height (maybe adjust the * 32 at the end to 64 or whatever fits your taste.
For them to be exactly under each other, go to Home X for each row you want to adjust and delete the end part (' + rowIndex * 32').
To change the distance between rows, adjust the '112' in Home X (for example, something around '50' will make the second row much closer to the first row). -
Hey,
Is it possible to show ex and sp parameters in the item/equip scene somehow? Or atleast a select few of them. I have a game where HP regen, hit and crit are important and lots of equipment increase those values but the only place to see them is in character status and that seems a bit weird. Would this require modifying the code?
Edit: Additional bonus question: with auto passive states is it possible to check what armor type the character has equipped? I want to make a state that gets applied if a character has heavy type armor in every slot. -
Bug Report for: Change Battle Equip
Bug Explanation: After accessing the "Equip" menu in-battle, a "TypeError" notice appears while attempting to return to the battle screen.
Error Report: TypeError: undefined is not a function
at Function.BattleManager.startBattle (/C:/Users/Jo/Documents/RPGMakerMV/DebugStage/js/plugins/YEP_X_ChangeBattleEquip.js:129)
at Scene_Battle.start (rpg_scenes.js:2036)
at Function.SceneManager.updateScene (rpg_managers.js:1824)
at Function.SceneManager.updateMain (rpg_managers.js:1790)
at Function.SceneManager.update (rpg_managers.js:1714)
Exact Steps on How to Replicate Bug: While in battle, select "Equip" menu. Upon attempting to exit menu, bug will occur.
Sample Project: http://www.mediafire.com/download/bb6aabiw48rho23/DebugStage.zip
Thanks for actually providing the sample project and the bug report in the proper format! As for that error, that's because the Change Battle Equip was updated with a function that requires you to have Battle Engine Core 1.39 or higher. If you visit Yanfly.moe, you can get that updated. http://yanfly.moe/plugins/en/YEP_BattleEngineCore.js
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That said, with how lawless this thread is becoming, I feel like I'm going to miss potential bug reports because people simply aren't reading the instructions for posting and misunderstanding what this thread is for. -.- -
That said, with how lawless this thread is becoming, I feel like I'm going to miss potential bug reports because people simply aren't reading the instructions for posting and misunderstanding what this thread is for. -.-
Oh, do you mean questions are not allowed either? I did misunderstand then, my apologies. -
Oh, do you mean questions are not allowed either? I did misunderstand then, my apologies.
Is that supposed to be a jab?
Part of the reason why I don't answer a lot of the questions here is because a lot of them are things I've already provided answers to in the help file, videos, etc. As for features that plugins do and do not have, if I'm to include it, then it would be documented. If I didn't include it, then it wouldn't be documented.
The answer for things like your auto-passive states would be Lunatic Mode, of which, I do not provide assistance for in this thread. In fact, that kind of question is for an entirely different forum altogether: http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/ -
Is that supposed to be a jab?
Part of the reason why I don't answer a lot of the questions here is because a lot of them are things I've already provided answers to in the help file, videos, etc. As for features that plugins do and do not have, if I'm to include it, then it would be documented. If I didn't include it, then it wouldn't be documented.
The answer for things like your auto-passive states would be Lunatic Mode, of which, I do not provide assistance for in this thread. In fact, that kind of question is for an entirely different forum altogether: http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/
No, I honestly didn't know. :) Thank you, I'll ask there. -
Hi all, I have encountered a problem with the plugin "Item Synthesis".
After setting up basic item recipes, the Synthesis menu only has the "Finish" options and data shown.
Here is the project. I apologize for the foreign language (I translated the important parts).
Go to your potion notebox and instead of putting "8:3" like you did, put instead "item 8: 3" (beware the spaces).
Now it works ! Next time, watch the videos more thoroughly and read the help file carefully. You could have found this yourself by testing more. It's also very logical, because when you just put "8:3" how does the game know if it's item number 8, weapon number 8 or armor number 8 ? It is logical that you should specify which one it is. You can also directly put the name of your material, it works very well "Mana: 3" if your material is called Mana (I'm not sure I remember correctly.
Good luck with your game ;) -
Thanks for actually providing the sample project and the bug report in the proper format! As for that error, that's because the Change Battle Equip was updated with a function that requires you to have Battle Engine Core 1.39 or higher.
Always the smallest thing. That being said, the Battle Engine Core I have is from the "Download all available plugins" option from the latest update, so just a small heads-up there.
And thank you for taking time to check it out!
EDIT: After quickly double-checking, I've noticed that Limited Skill Uses, Slippery Tiles, and the aforementioned Battle Engine Core are all older versions in the "Download all" option. -
Always the smallest thing. That being said, the Battle Engine Core I have is from the "Download all available plugins" option from the latest update, so just a small heads-up there.
And thank you for taking time to check it out!
EDIT: After quickly double-checking, I've noticed that Limited Skill Uses, Slippery Tiles, and the aforementioned Battle Engine Core are all older versions in the "Download all" option.
Hmm. That sounds like a caching problem. I'll get that updated. Thanks for letting me know. -
Hello @Yanfly,
Sorry this time I have followed all the step for bug report.
Plugin Name: YEP_RowFormation
Bug Explanation: When I used <Custom Row Condition> in a state to be active in a certain row with certain condition, the state stay on the actor even if he don't respond anymore to the condition. You need to change of row and then return in the original to see the state dropped. I would assume that the passive state would drop automatically if you down respond to the Custom Row Condition.
Error Report: I don't have any message error when the bug occured.
Exact Steps on How to Replicate Bug: Just start the demo I sent you and a battle will start, after some turn the state should drop from the actor in Row 1 but stay.
Sample Project (REQUIRED): Demo Debug Yanfly Plugin Row Formation.
If you need any more info, just let me know, sorry to bother you.
Thanks in advance! -
Go to your potion notebox and instead of putting "8:3" like you did, put instead "item 8: 3" (beware the spaces).
Now it works ! Next time, watch the videos more thoroughly and read the help file carefully. You could have found this yourself by testing more. It's also very logical, because when you just put "8:3" how does the game know if it's item number 8, weapon number 8 or armor number 8 ? It is logical that you should specify which one it is. You can also directly put the name of your material, it works very well "Mana: 3" if your material is called Mana (I'm not sure I remember correctly.
Good luck with your game ;)
Ahh, that is embarassing! Thank you for helping! -
Hi there i was wondering if anyone had any good ideas for a Character who did damage based on his defense?
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Plugin Name: Grid Free Doodads
Bug Explanation: Not working in browser builds (html5) output. Please fix it. -
Hi there i was wondering if anyone had any good ideas for a Character who did damage based on his defense?
Sorry, I see this is your first post so I don't want to be unpleasant, but you can't come on a topic about the bugs in yanfly's plugins and then ask a question that has absolutely nothing to do with it. Your question is very vague too. Just add "def" as a part of your damage formulas instead of "atk" would be my first answer but this has to be a discussion so here is absolutely not the place to do it.
Really, try to find the part of the forum that offers that kind of support, open a new topic there, and then many people will certainly help you. Don't hijack a thread just because it's popular. -
Plugin Name: YEP.83 – Change Battle Equip
Bug Explanation: Game crash when you exit from the Equip command in battle.
Error Report: TypeError: undefined is not a function
at Function.BattleManager.startBattle (/C:/Users/Matteo/Desktop/Debug/js/plugins/YEP_X_ChangeBattleEquip.js:129)
at Scene_Battle.start (rpg_scenes.js:2036)
at Function.SceneManager.updateScene (rpg_managers.js:1824)
at Function.SceneManager.updateMain (rpg_managers.js:1790)
at Function.SceneManager.update (rpg_managers.js:1714)
Exact Steps on How to Replicate Bug: When in battle, use the Equip command. DONT touch anything. Exit from the menu (with Finish or X).
Sample Project (REQUIRED): http://www.mediafire.com/download/r03gd530b3lo4k9/Debug.zip
N.B. I was using the "Download all available plugins" option. I have read the problem of AlohaJo up there. Maybe same things? -
Really awkward how RPG Maker MV decides to randomly allow plugins to work at a random point in time, I wish there was an explanation as to why this happens forcing me into thinking that I am doing something wrong- but otherwise I believe the problem is fixed that I was mentioning earlier.
It seems the animated enemies plugin allows you to customize weapons and motions but is there a way to formulate a weapon to assign a graphic to a specified battler? Reason being- If I wanted my party member to hold an Uzi, instead of having that Uzi as a weapon graphic positioned onto a character I would prefer to actually see him hold it properly.
My intention is to have the battlers motion graphic itself hold it's own individual weapon to the party member, rather than them having a floating weapon positioned on them.
This might involve me having to make an extra sheet with the weapon poses- which I can handle. But how I can do this I am not certain what methods to use- if that isn't an option with the plugin, it would make a brilliant extension. -
Really awkward how RPG Maker MV decides to randomly allow plugins to work at a random point in time, I wish there was an explanation as to why this happens forcing me into thinking that I am doing something wrong- but otherwise I believe the problem is fixed that I was mentioning earlier.
Just because you don't know why it's working or not working at certains points in time doesn't mean that it is "randomly" working. You probably have compatibility issues that would explain this erratic attitude. You are using plugins from other people than Yanfly, I imagine ? It's not always fully compatible. -
Hello @Yanfly,
Sorry this time I have followed all the step for bug report.
Plugin Name: YEP_RowFormation
Bug Explanation: When I used <Custom Row Condition> in a state to be active in a certain row with certain condition, the state stay on the actor even if he don't respond anymore to the condition. You need to change of row and then return in the original to see the state dropped. I would assume that the passive state would drop automatically if you down respond to the Custom Row Condition.
Error Report: I don't have any message error when the bug occured.
Exact Steps on How to Replicate Bug: Just start the demo I sent you and a battle will start, after some turn the state should drop from the actor in Row 1 but stay.
Sample Project (REQUIRED): Demo Debug Yanfly Plugin Row Formation.
If you need any more info, just let me know, sorry to bother you.
Thanks in advance!
Thanks. I'll get this fixed by the upcoming weekend.
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Plugin Name: Grid Free Doodads
Bug Explanation: Not working in browser builds (html5) output. Please fix it.
It's working perfectly fine to me.
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Plugin Name: YEP.83 – Change Battle Equip
Bug Explanation: Game crash when you exit from the Equip command in battle.
Error Report: TypeError: undefined is not a function
at Function.BattleManager.startBattle (/C:/Users/Matteo/Desktop/Debug/js/plugins/YEP_X_ChangeBattleEquip.js:129)
at Scene_Battle.start (rpg_scenes.js:2036)
at Function.SceneManager.updateScene (rpg_managers.js:1824)
at Function.SceneManager.updateMain (rpg_managers.js:1790)
at Function.SceneManager.update (rpg_managers.js:1714)
Exact Steps on How to Replicate Bug: When in battle, use the Equip command. DONT touch anything. Exit from the menu (with Finish or X).
Sample Project (REQUIRED): http://www.mediafire.com/download/r03gd530b3lo4k9/Debug.zip
This update requires you to have the updated Battle Engine Core.
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Really awkward how RPG Maker MV decides to randomly allow plugins to work at a random point in time, I wish there was an explanation as to why this happens forcing me into thinking that I am doing something wrong- but otherwise I believe the problem is fixed that I was mentioning earlier.
It seems the animated enemies plugin allows you to customize weapons and motions but is there a way to formulate a weapon to assign a graphic to a specified battler? Reason being- If I wanted my party member to hold an Uzi, instead of having that Uzi as a weapon graphic positioned onto a character I would prefer to actually see him hold it properly.
My intention is to have the battlers motion graphic itself hold it's own individual weapon to the party member, rather than them having a floating weapon positioned on them.
This might involve me having to make an extra sheet with the weapon poses- which I can handle. But how I can do this I am not certain what methods to use- if that isn't an option with the plugin, it would make a brilliant extension.
How you allocate your resources to use is completely dependent on you. The weapon sheets exist the way they do for a reason and it's your responsibility to adjust your resources to adhere to their demands. If the poses are incorrect, then fix the resources for the poses. This is not an issue with the plugin. -
Tips & Tricks - Biotic Grenade (Overwatch) - RPG Maker MV
Biotic Grenade is a skill for Ana from Overwatch. It affects both allies and enemies that are caught in the blast. The grenade causes enemies to take damage and receive no healing effects for some time. On the other hand, allies caught in the blast get healed and will receive more healing instead. Here's how to make it in RPG Maker MV!
You can grab the copy/paste code here:
Yanfly.moe: http://yanfly.moe/2016/09/21/tips-tricks-biotic-grenade-overwatch-rpg-maker-mv/
Enjoy!