[YEP] Yanfly Engine Plugins

● ARCHIVED · READ-ONLY
Started by Yanfly 6167 posts Page 266 of 309 View original ↗
  1. Yanfly said:

    THIS THREAD WILL BE USED FOR PLUGIN UPDATES, NEW YEP VIDEOS, AND BUG REPORTS!


    This thread is NOT a request thread. Requests include new plugins, new features for existing plugins, and features that you personally think should exist but currently do not. If you want requests, visit the proper subforum for it; this thread is not the place to do so.






    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 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 player 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. 


    TERMS OF USE



    Any original material made by Yanfly is free for use with both free and commercial RPG Maker games unless specified otherwise. I do not demand royalties or special liberties if you choose to use Yanfly original content in your commercial games. (Although a free copy of your game would be nice!) I only ask that you provide “Yanfly” or “Yanfly Engine” a spot in your game’s credits.


     


    Any edits made to Yanfly original material are okay as long as you still provide the proper credit. Any non-Original content posted, linked, or shared on my website and channel will still require you to contact the respective parties for permission of use.


     


    I think this is simple. I’d like to keep it simple. I ask of you, as users, to please do not do things that will make me complicate it for everyone.
  2. @MrPurpleDreadlocks you are adding them to the applied state and not to the origin, right?
  3. Waterguy said:
    @MrPurpleDreadlocks you are adding them to the applied state and not to the origin, right?



    Yes correct. The reason why this is important, is because I want to give a barrier to everyone affected by the Aura. however, I want the origin to have the full effect and the party to have half of the effective barrier. I would like it to only happen once, not during Turn Start, Action Start or Regen effect.


    Go ahead and look at my sample project. It has it all set up correclty. (minus the barrier)
  4. Why not give the aura state its half and the origin the other? wouldn't that make it work?
  5. Is it possible to just have the actor party switch for battles with just the default party switch in the main menu? I have all my characters displayed in the main menu so it would be pointless to open a new window just to switch around party members.
  6. Waterguy said:
    Why not give the aura state its half and the origin the other? wouldn't that make it work?



    Not exactly as you think. I can do it just fine for the origin, however since apply effect doesn't work for the aura, I can't give the aura a custom value.


    BloodletterQ said:
    Is it possible to just have the actor party switch for battles with just the default party switch in the main menu? I have all my characters displayed in the main menu so it would be pointless to open a new window just to switch around party members.



    Have you checked out this?
  7. BloodletterQ said:
    Is it possible to just have the actor party switch for battles with just the default party switch in the main menu? I have all my characters displayed in the main menu so it would be pointless to open a new window just to switch around party members.



    Have you checked out this?
  8. MrPurpleDreadlocks said:
    Have you checked out this?

    I'm intending to use that one. I just don't want to use Yanfly's Party Menu in the main menu itself since all party members are showing in it anyways. I just wonder if it's possible to just use that plugin as opposed to the main one.


    I decided all five party members will fight at once since the sixth one I'm at a blank with in terms of storyline and so that I don't trouble Yanfly.
  9. ItaliaVeneziano1 said:
    Plugin Name: GamepadConfig.js


    Bug Explanation: The issue I have been having with this plugin is, no matter what way I install the plugin, the configuration option does not show up under options, the main menu, or even in the in game menu. I have even started a new project from scratch, did nothing to it, then proceeded to install the yanfly core engine plug in, then the gamepad configure plugin in that order, it still didn't work, then I tried the yanfly core engine plug in, the yanfly main menu manager plugin, then the gamepad configure plugin, and again, it did not work.


    Exact Steps on How to Replicate Bug: Just start the game, and it won't be there.


    Sample Project (REQUIRED): I am guessing I'm supposed to give a download link, if so, here it is, just put it in the game folder for RPG Maker MV. http://www.mediafire.com/file/u7oxzyzvtsmxin6/Zooma.zip



    If a gamepad is not plugged in, the gamepad config option won't appear. That said, each controller is registered differently and I can't account for all of the ways they're done. :/ I'm afraid I can't provide extra support here.


    ---

    MrPurpleDreadlocks said:
    @Yanfly


    Plugin Name: YEP_X_PassiveAuras.js && YEP_BuffStatesCore


    Bug Explanation: When an actor applies an aura effect to a troop or allies the custom apply effect (among others) does not register for the aura state. (EDIT: From further testing it looks like only Custom Regenerate Effect registers)


    Exact Steps on How to Replicate Bug: Start the game and open up the console, walk toward and interact with the bat. It will get you into a fight. Find and use Therese's Brillance. :)  (Her only command in Special.) Watch the console and it will print out what steps it registered. (I have used the Lunatic Mode effects in the Aura's specific state to showcase what's being read or not)


    Sample Project (REQUIRED): https://mega.nz/#!CYMW0SrZ!Tofkvv9259T0Wmu8Pmc9wLUt4phtpdwV-tVrHejbzHU





    Hi, can you follow all of these steps?


    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.
  10. Yanfly said:
    If a gamepad is not plugged in, the gamepad config option won't appear. That said, each controller is registered differently and I can't account for all of the ways they're done. :/ I'm afraid I can't provide extra support here.



    That is ok, It's probably just the gamepad I'm using,Thank you very much.


    I might just need to get a Xbox360 gamepad or something, since I have read around forums saying that it works with your plugin.
  11. benz10wheel said:
    Wow now that I know the way to get party index into formation its working now   $gameParty.members().indexOf(this._actor) thanks!


    By the way If you dont want your whole formation to change when they change row you need to make sure that you remove centerY altogether from the equation since centerY change depend on how many actor is in the row you would want to put something like this into both Row 1 Home Y and Row 2 Home Y instead.


    Row 1 Home Y: $gameParty.members().indexOf(this._actor) * 48 + 180


    Row 2 Home Y: $gameParty.members().indexOf(this._actor) * 48 + 180


    The formation should work but you can adjust them to fine tune to fit you game


    Where 48 can be change to adjust how far away each member from each other vertically.


    Where 180 is starting position of your top most character increase this will push the whole formation down the screen decrease it will push the whole formation up the screen


    Also you will need to stop the change in X position(horizontal position) too 


    Row 1 Home X: $gameParty.members().indexOf(this._actor) * 20 + 500


    Row 2 Home X: $gameParty.members().indexOf(this._actor) * 20 + 650


    This will make it so your member remain stationary when other member change their row since rowIndex no longer in the equation of horizontal.


    Where 20 can be change to emulate the perspective. Increase this will make the whole formation slant more to the right


    Where 500, 650 is screen position of the Row. Increase this value will push respective row to the right of the screen


    *Edited: Ok I've found a slight problem with above setting first it will make a small party 1-2 actor party to be on the very top part of the screen because it basically start lining up player on top of the party position on top of the screen regardless of party size. But I've found a solution.


    First edit the plugin parameter 


    Row 1 Home Y: $gameParty.members().indexOf(this._actor) * 48 + 350 - centerY


    repeat for row2, row3 if you use them


    then


    Center Row Y: partySize * 24


    where 24 should be half of value 48 in Row 1 (vertical distance)


    as you can see the higher the party size the bigger will centerY be which in turn will push the whole formation upward. 


    You will have to adjust these number to fit your game screen and setup though but i got mine working.

    Ok, I tried those and still didn't quite get the line up I was looking for. :(


    So pardon my editing skills (or severe lack thereof), but I have attached some images to better express what I am looking for.


    -The basic idea is that there are two Rows, Front.. and back..


    -No matter how many Actors are in battle, they are placed from top to bottom, in the same row, in a line.


    -They may overlap a little (Actor below's head may over lap the Actor above's feet).


    -When multiple Actors change Rows, their position in the party does not change, just their horizontal position.


    -They're horizontal position doesn't have to be as dramatic as I've outlined in this image, but should be visibly clear that they are in the Back Row.


    Does this all make sense?..


    In Example1: All Actors are in the Front Row.


    In Example 2: Harold and Lucius are in the Back Row, while Marsha and Therese are in the Front Row.


    In Example 3: Harold is the only Actor, and in the Front Row.


    In Example 4: Harold (Back Row) and Therese (Front Row) are the only two Actors.


    Thanks in advanced. :)


    -Mia

    EXAMPLE - Copy.png

    EXAMPLE.BackRow.png

    EXAMPLE.Only1.png

    EXAMPLE.Only2.png
  12. Hello again, Yanfly!


    Thank you SO MUCH for the Aura Effects plugin! I've been waiting to make a character that's centered around Auras for months now, and your plugin literally made everything I wanted to do a complete breeze. Thank you, thank you, thank you! I really appreciate all the hard work you've put into these plugins.


    Best wishes! 
  13. Hey Yanfly, thanks for the amazingly excellent plugins!  I don't know how you do it, but I definitely intend to hit you up on Patreon some time in the future when I can afford it. :)


    I had a couple questions if you or another could help me out.  I have searched for several hours and couldn't find answers, so I apologize if this isn't the place.  


    Race implementation.  Specifically races adding innate passives, and maybe skills.  I see people mention this everywhere, but I have yet to see anyone explain how they are doing it.  Are there any best practices, or am I missing something obvious?  If I had to do it right now, I would probably use one or a combination of Passive States and Class/Subclass directly on each actor, but that seems more cumbersome that it could/should be.  Is that the right direction?


    Multiple Subclass implementation.  I swear I watched one of your videos recently that showed multiple(2) subclass options in the character menu, but I am not seeing how to implement that in the Class/Subclass plugin parameters.  Is this a possibility in the current plugin or would I need to script it in?


    I appreciate any assistance you can provide.  Keep up the good work!
  14. I've looked in the Row Formation to see if I can get a skill that changes its effect depending on which row the user is in and no such luck. Would anybody know a code that checks for which row the user is in to decide the effect of the skill? It's a simple row switch by the way. I'm only using two.
  15. BloodletterQ said:
    I've looked in the Row Formation to see if I can get a skill that changes its effect depending on which row the user is in and no such luck. Would anybody know a code that checks for which row the user is in to decide the effect of the skill? It's a simple row switch by the way. I'm only using two.

    Is it just one specific skill? If so, you can handle that within the parameters of the plug-in itself via states that are applied for either row.
  16. Also, is there any way to speed up the CTB? It feels like I have to wait a few seconds for the next turn.
  17. @BloodletterQ You have to increase the Full Gauge param, if you modified it you might get this delay.

    The default value is Math.max(7000, BattleManager.highestBaseAgi() * 120)


    You can try something smaller like Math.max(700, BattleManager.highestBaseAgi() * 120)


    You will probably get no delay with it.
  18. kovak said:
    @BloodletterQ You have to increase the Full Gauge param, if you modified it you might get this delay.

    The default value is Math.max(7000, BattleManager.highestBaseAgi() * 120)


    You can try something smaller like Math.max(700, BattleManager.highestBaseAgi() * 120)


    You will probably get no delay with it.

    Actually it was still slow. My problem is that I'm using low stats (99 is the cap) and I had to change the "per tick" settings.


    And I have a little trick for that plugin too if you decide to go with icons instead of the automatically generated faces. Line 2239, 


    this.drawBorder();


    can be removed if you don't want the border with your icons.
  19. Try to play around with the formula, i got the same issue with CTB too and decided to move to ITB since i couldn't understand how tick-based stuff worked.


    Try something like this Math.max(14000, BattleManager.highestBaseAgi() * 240)
  20. Yanfly said:
    If a gamepad is not plugged in, the gamepad config option won't appear. That said, each controller is registered differently and I can't account for all of the ways they're done. :/ I'm afraid I can't provide extra support here.


    ---


    Hi, can you follow all of these steps?


    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.

    My apologies!


    Here's the new updated link: https://mega.nz/#!fJEUASAZ!QBEmypMSmWE6xtNCI77hjnRJioYUsgA-pGMSYyKuWeU