[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 274 of 309 View original ↗
  1. Shaz said:
    I thought you said you had a state on the party member that causes a can't move restriction or something, not that you actually remove the party member during a battle event?  



    Oh, sorry. I wasn't clear.


    What I meant when I said  "that's exactly what happened" I only meant the part you said " it's waiting for input from another party member".


    I do have one party member with a [cannot move] restriction, but that is not causing the bug.


    If I remove the other party member with an exterior event, just before the battle, there is no freeze.


    But if I remove him from within the Battle Event, it will freeze if YEP_BattleEngineCore is turned ON.
  2. This newest Tips and Tricks brings a Cleric/Paladin character to mind. Someone who understands the meaning of self sacrifice, and is willing to carry their allies burdens on their shoulders if it means that they'll be okay otherwise.
  3. GammaVD said:
    https://www.dropbox.com/s/jculb3khm6e3b1i/Debug.rar?dl=0 here's a default build with only YEP_EquipBattleSkills v1.08 in use with "Passive" skill that should give Poison



    Please follow ALL the instructions:


    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 will not work if you do so. MAKE SURE you DO NOT change the filename from the file downloaded from the website.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.


    ---

    markp80nj said:
    Hello, I'm writing this minor bug report, not so much for myself, as it was an easy fix, but just in case you might want to look into it, as was suggested by @Shaz in this thread.


    Plugin Name: YEP_BattleEngineCore


    Bug Explanation: Creating a battle event, and removing a party member from within the Battle Event causes the battle to freeze, as if still waiting for the removed party member to have a turn.


    Error Report: No error report as the game does not crash, but freezes in place.


    Exact Steps on How to Replicate Bug: Create a Battle Event with YEP_BattleEngineCore switched ON. Remove party member from party, from within Battle Event. Input any action command during battle.


    Sample Project:https://www.dropbox.com/s/mlb3lm3iswdlb56/BugReport.rar?dl=0


     EDIT: Something else I noticed when creating the sample project. Front View Battle does not seem to freeze, only SV Battle seems to.



    Thanks, I'll check this out.


    ---

    Miacuro said:
    STEAL & SNATCH Plug-in Question/Lunatic Mode help:


    The way I'd like to set up Stealing in my project is to give an indication to the Player if a foe has an item to Steal in the form of a State applied to the target. The State will just be "Has Item to Steal" and the Icon will be a pouch or something.. but I am running into a problem.. is there a way to remove the State if the Steal is successful (even if the Steal skill causes no damage)?..


    Any handy Lunatic experts out there can help me out?..


    Thanks!!


    -Mia



    Keep in mind this thread isn't for Lunatic Mode effects. It's for the Support forum: http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/


    However, as this is a simple effect to accomplish:


    <Custom Steal Success Effect>
    if (item) {
    target.removeState(insert the ID of whatever state you are trying to use);
    }
    </Custom Steal Success Effect>


    ---

    Sera said:
    Concerning Row Formation:



    Does anyone know how I would go about creating a skill that lets the user swap position with another allied battler?


    For example, if a unit is in the middle of the front row, and they target the unit at the top of the back row, the two actors swap positions.


    Seems obvious, but I tried:


    <Change Target Row: 1>


    <Change User Row: 1>


    With a front row unit targeting a back row unit and vice versa, but it didn't seem to have any effect on either battler.



    Using the Skill Core Lunatic Mode:


    <After Eval>
    var rowUser = user.row();


    user.setRow(target.row());
    target.setRow(rowUser);


    $gameParty.updateRows();
    </After Eval>
  4. If I'm going to be using just two rows and want to have row switching as a skill instead, how would I make it so that the skill sends to the row opposite of the user and vice versa?
  5. Thanks @Yanfly. I appreciate the response!! Is there a thread for Lunatic support?.. I wasn't quite sure where to post the question. :)


    -Mia
  6. BloodletterQ said:
    If I'm going to be using just two rows and want to have row switching as a skill instead, how would I make it so that the skill sends to the row opposite of the user and vice versa?



    You'll have to test this out, as I can't remember if rows start on 0 or 1 (so 0 might actually be 1, and 1 may actually be 2), but the lower number is the one closest to the enemy.


    Use this skill notetag:


    <Custom User Row>
    if (user.row() == 1) {
    row = 0;
    } else {
    row = 1;
    }
    </Custom User Row>

    Miacuro said:
    Thanks @Yanfly. I appreciate the response!! Is there a thread for Lunatic support?.. I wasn't quite sure where to post the question. :)


    -Mia



    Take your questions to the Javascript Support forum ^~^
  7. Hikitsune-Red said:
    <Custom User Row>
    if (user.row() == 1) {
    row = 0;
    } else {
    row = 1;
    }
    </Custom User Row>

    That didn't do anything but


    if (user.row() == 1) {
    <Pull Forward User Row: 1>;
    } else {
    <Push Back User Row: 1>;
    }


    Only pushes the user back. Can't move forward.
  8. BloodletterQ said:
    That didn't do anything but



    if (user.row() == 1) {
    <Pull Forward User Row: 1>;
    } else {
    <Push Back User Row: 1>;
    }


    Only pushes the user back. Can't move forward.

    I might be wrong, since I'm no good at scripting.


    But it seems to me that should be


    if (user.row() == 1) {


    <Push Back User Row: 1>;


    } else {


    <Pull Forward User Row: 1>;


    }


    Because if user is in Row 1, which I'm pretty sure is the closest to the enemy, (there is no Row 0)


    then you will want to push the user back if he is on it, and forward if he is on Row 2.
  9. markp80nj said:
    I might be wrong, since I'm no good at scripting.


    But it seems to me that should be


    if (user.row() == 1) {


    <Push Back User Row: 1>;


    } else {


    <Pull Forward User Row: 1>;


    }


    Because if user is in Row 1, which I'm pretty sure is the closest to the enemy, (there is no Row 0)


    then you will want to push the user back if he is on it, and forward if he is on Row 2.

    I can only move to the front row from the back row in this case. I'm not sure if one of these functions is glitched or something. I haven't really seen any tutorials although I know I've seen one MV game do this on Youtube.
  10. Plugins Affected/Needed:


    YEP_CoreEngine.js


    YEP_ClassChangeCore.js


    YEP_AutoPassiveStates.js


    YEP_SkillCore.js


    YEP_JobPoints.js


    YEP_SkillLearnSystem.js


    Bug Details:


    Changing from one class that has an HP +30% passive state skill to another class without said skill reduces the new classes current HP by 30%. Then if you go back to the class with the passive state skill its current HP is reduced by 1. As you repeat the process the current HP for both classes gradually reduces by 1 until it reaches a certain point and no longer does it.


    Steps to Recreate:


    Start Game


    Open 'Menu'


    Select 'Class'


    Choose 'Harold'


    Select 'Learn Skill'


    Select 'Hero'


    Select 'HP +30%'


    Select 'Yes' (notice max HP increases)


    Go back to 'Class' menu for 'Harold'


    Select 'Class'


    Select 'Warrior' (Current HP -30% of what it should be at)


    Keep changing 'Harold' from 'Hero' to 'Warrior'


    (Notice gradual decrease until stop point)


    Project Link:


    https://www.dropbox.com/s/x83wh0ykmgt4wfi/Sample%20Project.zip?dl=0


    Additional Details/Possible Fix:


    The only one really affected is the YEP_ClassChangeCore.js, the rest are needed to recreate and unless this is intentional (beg my pardon if it is) this posed a problem for me in trying to keep my current HP static among job changes. Now I have absolutely ZERO JavaScript knowledge/experience so I don't know if what I did will have a negative effect but I find so far it's working for me. I added a readme to my drop box as well. I forgot to add it to the zipped project. Also let me apologize in advance for altering your plugins code a tad, of which the details are in the readme.


    Readme link:


    https://www.dropbox.com/s/d4z3v3y8ikdw93v/Readme.txt?dl=0


    Edit: I just realized I left some unneeded plugins in the plugin folder. However they are not listed in the plugin manager, hope that is fine with you. I'm sorry that I forgot.
  11. Hello Im using the damage core and cant get the damage formulas to work in the note box.


    This is the formula I'm using: 


    <damage formula>


    (a.atk * .5 - b.def * 1) * (1 * v[3]);


    </damage formula>


    It works fine in the normal damage input box, but doesn't work in the note box.


    All my plugins are up to date and the damage core is beneath the battle core.
  12. GammaVD said:
    Plugin Name: YEP_EquipBattleSkills v1.08


    Bug Explanation: Passives do not seem to work as intended


    Exact Steps on How to Replicate Bug: Create a Skill that use <Equip Passive: x>, regardless of what X is the state is not applied while the skill is equipped


    The Passive Tag is not shown on the skill, making me think that either the skill isn't being read in by the plugin as a 'Passive' or I'm not creating the skill properly (though other than <Equip Passive: x> the skill is set to Scope: None, Occasion: Never)



    https://www.dropbox.com/s/qc7dq7qbzk8itzd/Debug_Stripped.rar?dl=0 sorry about not getting the size down on the last one
  13. BloodletterQ said:
    I can only move to the front row from the back row in this case. I'm not sure if one of these functions is glitched or something. I haven't really seen any tutorials although I know I've seen one MV game do this on Youtube.

    Maybe try 


    if (user.row() == 1) {


    <Push Back User Row: 2>;


    } else {


    <Pull Forward User Row: 1>;


    }


    Because I thought this regulated how many rows it would push our pull. But maybe it dictates which row to push or pull to? 
  14. If the problem is sending to the front row, and your theory is right, then it would be 0 and 1, not 1 and 2, wouldn't it?
  15. Waterguy said:
    If the problem is sending to the front row, and your theory is right, then it would be 0 and 1, not 1 and 2, wouldn't it?

    Like I said, I don't have the first clue about scripting.


    But in the notetags I use row 1 for the first row and so on. 


    So unless it's different from lunatic mode, row 1 would be 1, not 0.
  16. 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 will not work if you do so. MAKE SURE you DO NOT change the filename from the file downloaded from the website.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.



    Another page, another quotation... =^~^=
  17. Once again I couldn't resolve my issue. I already created a topic on this some time ago and I don't want to spam the Javascript Support forum or necropost either... I know it's possible since I've seen a game on YouTube do it.
  18. GammaVD said:
    https://www.dropbox.com/s/qc7dq7qbzk8itzd/Debug_Stripped.rar?dl=0 sorry about not getting the size down on the last one



    Thanks. I'll go check it out.


    ---

    jjoxford2007 said:
    Plugins Affected/Needed:


    YEP_CoreEngine.js


    YEP_ClassChangeCore.js


    YEP_AutoPassiveStates.js


    YEP_SkillCore.js


    YEP_JobPoints.js


    YEP_SkillLearnSystem.js


    Bug Details:


    Changing from one class that has an HP +30% passive state skill to another class without said skill reduces the new classes current HP by 30%. Then if you go back to the class with the passive state skill its current HP is reduced by 1. As you repeat the process the current HP for both classes gradually reduces by 1 until it reaches a certain point and no longer does it.


    Steps to Recreate:


    Start Game


    Open 'Menu'


    Select 'Class'


    Choose 'Harold'


    Select 'Learn Skill'


    Select 'Hero'


    Select 'HP +30%'


    Select 'Yes' (notice max HP increases)


    Go back to 'Class' menu for 'Harold'


    Select 'Class'


    Select 'Warrior' (Current HP -30% of what it should be at)


    Keep changing 'Harold' from 'Hero' to 'Warrior'


    (Notice gradual decrease until stop point)


    Project Link:


    https://www.dropbox.com/s/x83wh0ykmgt4wfi/Sample%20Project.zip?dl=0


    Additional Details/Possible Fix:


    The only one really affected is the YEP_ClassChangeCore.js, the rest are needed to recreate and unless this is intentional (beg my pardon if it is) this posed a problem for me in trying to keep my current HP static among job changes. Now I have absolutely ZERO JavaScript knowledge/experience so I don't know if what I did will have a negative effect but I find so far it's working for me. I added a readme to my drop box as well. I forgot to add it to the zipped project. Also let me apologize in advance for altering your plugins code a tad, of which the details are in the readme.


    Readme link:


    https://www.dropbox.com/s/d4z3v3y8ikdw93v/Readme.txt?dl=0


    Edit: I just realized I left some unneeded plugins in the plugin folder. However they are not listed in the plugin manager, hope that is fine with you. I'm sorry that I forgot.



    This one isn't a bug. When switching classes, the HP% is always maintained as close as possible. However, if it is a non-whole number, it will round down. If you keep on doing it across changing classes, you will reach 1 HP because the partial HP values aren't maintained.
  19. BloodletterQ said:
    Once again I couldn't resolve my issue. I already created a topic on this some time ago and I don't want to spam the Javascript Support forum or necropost either... I know it's possible since I've seen a game on YouTube do it.

    Hey, I figured it out!


     <Custom Target Row>


    if (user.row() == 1) {


    row += 1;


    } else {


    row = 1;


    }


    </Custom Target Row>


    It's right there in the Plugin Help section, all I did was copy your if (user.row() == 1) over the condition about hp or whatever that was there.


    Worked like a charm for me, try it out!
  20. markp80nj said:
    Hey, I figured it out!


     <Custom Target Row>


    if (user.row() == 1) {


    row += 1;


    } else {


    row = 1;


    }


    </Custom Target Row>


    It's right there in the Plugin Help section, all I did was copy your if (user.row() == 1) over the condition about hp or whatever that was there.


    Worked like a charm for me, try it out!

    I knew I wasn't crazy! 1,000 thanks!