[YEP] Yanfly Engine Plugins

● ARCHIVED · READ-ONLY
Started by Yanfly 6167 posts Page 267 of 309 View original ↗
  1. Waterguy said:
    @Mullnado what does the console (F8) show?


    @Aximm To use lunatic code you'd need to know a bit of javascript, or find someone who does. What code did you try?


    <Custom User Barrier 1 Turns>
    value = user.mdf;
    </Custom User Barrier 1 Turns>


    Does this work?

    @Waterguy Here's the screenshot Error1.png
     
  2. Miacuro said:
    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





    Try this formula then. First is formula for Y(vertical position) from what I see you seem to want a static position then you dont need centerY in the formula.


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


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


    Increase or decrease 48 to adjust gap size between each character (vertically) and adjust the whole formation by changing the number 180 to something else to fit your game.


    Next is X(Horizontal position). If you want exact straight line formation then you don't need any formula just put in the value for X position


    change number 500 or 650 to adjust the horizontal position for each row.


    Row 1 Home X: 500


    Row 2 Home X: 650
  3. Why do you use "Yanfly._loaded_YEP_CoreEngine" in CoreEngine ? This causes an error in plugins of localization, which are used  DataManager.isDatabaseLoaded, when language changed (new database load).
  4. @Zeustiak: I do that with passive states in my game, and add the passive state for the race and/or class to the enemy. Haven't seen any other way to do it myself.
  5. 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.
  6. Zeustiak said:
    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



    The easiest way to do this is to put the passive state notetags directly in the actor/enemy's notebox. You're allowed to do that.

    Zeustiak said:
    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 just looked through the Subclass Plug-In, and there is no implementation of a second (let alone, multiple) subclass.
  7. DK said:
    Why do you use "Yanfly._loaded_YEP_CoreEngine" in CoreEngine ? This causes an error in plugins of localization, which are used  DataManager.isDatabaseLoaded, when language changed (new database load).



    Because it is to prevent notetags from being parsed multiple times over, causing problems if they do get loaded multiple times. Some effects would essentially be doubled up otherwise. I'm afraid I can't help much else on this. :/


    ---

    BloodletterQ said:
    Also, is there any way to speed up the CTB? It feels like I have to wait a few seconds for the next turn.



    From the front page:


    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. 


    ---

    Zeustiak said:
    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!



    Auto Passive States will grant permanent states to certain characters. You can use that for your racial traits. Just give all members of the same race the same passive effect and they'll basically function as a race effect.


    As for the subclasses, I'm not sure where you saw that. A user can only have one subclass at a time.
  8. A small question about a possible new plugin:


    Months ago, you have released an extension of YEP_MessageCore named YEP_X_ExtMesPack1. What will YEP_X_ExtMesPack2 be about ?
  9. Thanks, I will work out the passives for the races.  Is there a good place in the character screens where I can clearly display that information once I give them the passives?  I was thinking of using the primary class as the race, and the sublclass for their actual class since it would show "Human/Fighter" or whatever in their character window which would be aesthetically/mechanically pleasing, but would reduce my ability to play around with classes without the ability to have multiple subs.  


    On the other hand, I am considering going with a more skill based system over class based, which may make the point moot anyway.  Maybe use the class/sub-class for dual-race combos.  
  10. Hello, I am trying to make Yanflys Main Menu Manager disable a menu command with a switch.  How can I make it do that?  It says it is an "eval" what ever that means.  I assume it want a piece of code that says "GameSwitch23 = True" or something but I don't know how to format it exactly.


    Please help!
  11. @Rutibex try 

    Code:
    $gameSwitches(23) === true
  12. Thanks for the help, but that made the game crash with an error "Object is not a Function" :(
  13. @Rutibex, then try 

    Code:
    $gameSwitches.value(23) === true
  14. That worked like a charm!  Thank you.
  15. Hey, everyone. I am here because, well... I'm running into a problem right now.


    See, I was trying to make a game that would be able to work with all of Yanfly's plugins to date, but I know I'm screwing up somewhere. The issue first started because I was using the Grid Free Doodads plugin in the game project I was working on. Upon investigating the issue by starting troubleshooting with a blank project, I first thought nothing was wrong, at least until today. I decided to make positively sure, so I opened the test project and, after messing with the list of plugins to be what Yanfly was looking for, I began playtesting. Nothing was wrong at first, even if the game was too fast to begin the new game. After that, however, I opened the main menu... and got a TypeError of "cannot read property 'bind' of undefined".


    I tried it a second time, but after I thought I had everything flushed from the original project that would make it difficult. The same exact error happened again, which leads me to wonder what I'm doing wrong.


    Oh, right, spoiler incoming for the error message I got in the debug window:

    Spoiler
    TypeError: Cannot read property 'bind' of undefined
        at Scene_Menu.eval (eval at <anonymous> (file:///C:/Users/Xamusel/Documents/Games/Test%20Project/js/plugins/YEP_MainMenuManager.js:3891:69), <anonymous>:1:58)
        at Scene_Menu.createCommandWindowBinds (file:///C:/Users/Xamusel/Documents/Games/Test%20Project/js/plugins/YEP_MainMenuManager.js:3891:5)
        at Scene_Menu.createCommandWindow (file:///C:/Users/Xamusel/Documents/Games/Test%20Project/js/plugins/YEP_MainMenuManager.js:3865:10)
        at Scene_Menu.createCommandWindow (file:///C:/Users/Xamusel/Documents/Games/Test%20Project/js/plugins/YEP_ItemSynthesis.js:1383:46)
        at Scene_Menu.createCommandWindow (file:///C:/Users/Xamusel/Documents/Games/Test%20Project/js/plugins/YEP_RowFormation.js:2041:47)
        at Scene_Menu.create (file:///C:/Users/Xamusel/Documents/Games/Test%20Project/js/rpg_scenes.js:772:10)
        at Scene_Menu.create (file:///C:/Users/Xamusel/Documents/Games/Test%20Project/js/plugins/YEP_MainMenuManager.js:3859:34)
        at Function.SceneManager.changeScene (file:///C:/Users/Xamusel/Documents/Games/Test%20Project/js/rpg_managers.js:1810:25)
        at Function.SceneManager.updateMain (file:///C:/Users/Xamusel/Documents/Games/Test%20Project/js/rpg_managers.js:1789:18)
        at Function.SceneManager.updateMain (file:///C:/Users/Xamusel/Documents/Games/Test%20Project/js/plugins/YEP_FpsSynchOption.js:131:12)



    I'll upload the project to Dropbox in a short bit. Hope this helps out.
  16. @Xamusel I checked the line on the plugin. You put one of the binds in the mainmenumanager wrong.
  17. Uh-oh... that explains it. So, in that case, how am I supposed to put in the binds right? I forget...


    EDIT: Okay, never mind that last question, I figured it out. It turns out I wasn't using single quotes.


    EDIT 2: Alright... new issue that I couldn't figure out how to fix just yet in the main project. Here's the error log for it:

    Spoiler
    TypeError: undefined is not a function
        at Function.SceneManager.initAudio (rpg_managers.js:1670)
        at Function.SceneManager.initialize (rpg_managers.js:1619)
        at Function.SceneManager.run (rpg_managers.js:1608)
        at Function.SceneManager.run (/C:/Users/Xamusel/Documents/Games/Kingdom%20Hearts%20Reimagined/js/plugins/YEP_CoreEngine.js:868)
        at window.onload (main.js:8)



    Granted, it told me that it "cannot read property 'TileRenderer' of undefined", so I don't know what the issue is. I tried updating the project's main javascript to be the new version... no dice.
  18. Not sure it is intended but need some help with Yanfly's Area of effect plugin.  <AOE Center Animation>  function seems to work perfectly  with skill that doesn't use action sequence. 


    However AoE Skill with action sequence seems to play animation for each target instead of playing the animation on the center selected target


    Even putting animation command outside <whole action> tag doesn't seem to fix this are there anyway to force action sequence to only play animation only on the selected target?
  19. I don't know why but when an actor receives damage or is dead a black line appears above the sprite. This only happens when I use YEP_X_AnimatedSVEnemies. I disabled all Non-Yanfly plugins but this still happens.


    Here is a picture that shows the black line.

    Spoiler
    1.png
  20. When that happened to me with an enemy I moved the sheet a pixel up