[YEP] Yanfly Engine Plugins

● ARCHIVED · READ-ONLY
Started by Yanfly 6167 posts Page 276 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 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.



    One new page for Yanfly, one giant leap for rule posts.
  2. Vassim74 said:
    I have a question about the Save Core plugin.


    Is it possible to disable the load command in-game and have it only accessible from the title screen somehow? I ask because Quasi Movement is kind of buggy with it, in the sense that loading from the menu command instead of the title screen will cause the game to crash. I'd ask Quasi if he can fix it, but last I checked he's no longer working on any of his plugins, and I don't think anyone has picked up support for it either.



    Can you shoot me a message on what happens when it crashes, the log, screenshot, et cetera?


    Yanfly doesn't do compatibility patches, and to my knowledge, there is no disabling Loading out of the box. Though, I wouldn't mind taking a crack at it. (Be warned, however, my JavaScript knowledge is limited, I'm a Lua guy, myself)


    And if there is a way, someone please correct me.
  3. Hikitsune-Red said:
    Can you shoot me a message on what happens when it crashes, the log, screenshot, et cetera?


    Yanfly doesn't do compatibility patches, and to my knowledge, there is no disabling Loading out of the box. Though, I wouldn't mind taking a crack at it. (Be warned, however, my JavaScript knowledge is limited, I'm a Lua guy, myself)


    I'm aware he doesn't, but I was just wondering if there was a plugin command somewhere that wasn't listed. I will send the report over to you in a bit, but it's okay if you can't fix it. I'm just glad someone with some programming knowledge is willing to try. :)
  4. Hey Yanfly, how are you?, I seem to be having a partial problem... to be honest, I don't know what it's causing it or why it's happening.


    Using your Actor Transformation tip & trick video I manage to replicate the skill without any problem, however, after the actor changes forms it seems to have a black frame for some reason.


    However it seems that it's only one or maybe two of the evade motion of the sv_battler, and I have tried it with customs (which is the case of the image, the bat of byBibo) and normal ones from the character generators, the problems persist,

    Spoiler
    missing frame.jpg





     




     
  5. Hey guys, sorry if this has been asked before, but I have a couple questions I hope someone can help me with.


    In my project I am using Yanfly's Row Formation Plugin.


    Certain weapons, like Bows, can only be used on the second row.


    To achieve this, I use Yanfly's Weapon Unleash Plugin, and replace the Attack Command with a new skill called Ranged Attack.


    This works great for players, but for enemies, having anything other than the Attack Command will not show the weapon animation.


    Instead of the enemy using his bow, a casting animation is shown.


    Is there a way for me to show the weapon animation with a skill other than the normal attack?


    And second question, can enemies have more than one weapon and switch them during battle?


    For example, a Rogue that can attack in the front row with daggers, and then jump to the second row and equip a bow?


    Sorry if these are silly questions, but I'm having a hard time figuring it out.
  6. Is CTB still discontinued? :C


    It was a *massive* part of my project, until I saw the notice under the video...
  7. DarkEspeon40K said:
    Is CTB still discontinued? :C


    It was a *massive* part of my project, until I saw the notice under the video...

    Yes it is. 


    I still use it though. 


    The problem is it might have compatibility issues with future updates to other plugins or new ones. Maybe even updates to the engine itself. 


    But so far, I've had no problems with it. 
  8. markp80nj said:
    Yes it is. 


    I still use it though. 


    The problem is it might have compatibility issues with future updates to other plugins or new ones. Maybe even updates to the engine itself. 


    But so far, I've had no problems with it. 

    That is, to be honest, somewhat reassuring. I hope it's still something I can use even with my crazy ideas.


    By the way, do you have any idea on how to link 2 skills together? So when I use one - the second skill happens right after. I've been trying to crack this nut for a while now.
  9. What function in the Visual State Effects plugin moves the icons? They're in an awkward position.


    Edit: Solved!

    • In RPG_Sprites.js, go to lines 1620-1621 and change the x & y anchor points.
  10. Hello, I have a question about Equip Battle Skills plugin.. Is there a way to make the "Skills"(which is the skill set of the equipped skills)appear after/under the other skill sets(which have been set in AllowedTypes plugin) while choosing actions in battle command window?  I want to use the Equip Skills as passives which you have to equip etc, but keep the Skills command visible so you can check the passive skills while in battle.


    This is how I'd like it to appear:  


    Attack


    Swordplay


    Defend


    Item


    Skills


    Not like this:


    Attack


    Skills


    Swordplay


    Defend


    Item
  11. I would also like to know how to link 2 skills together, so when I use skill A, skill B is automatically used too.
  12. DarkEspeon40K said:
    I would also like to know how to link 2 skills together, so when I use skill A, skill B is automatically used too.

    I think you need the Battle Engine Core plugin and place code with force action (skill id) in the skill note box. I'm still learning the note box coding myself so I might not be much help..but I think it something after eval force action B.  I havent tested this with skills but with states its works.       Place this in the Skill A notebox:  <After Eval> user.forceaction(skill id); </After Eval>  Replace the skill id with skill B:s Id.
  13. DragonKitten said:
    I think you need the Battle Engine Core plugin and place code with force action (skill id) in the skill note box. I'm still learning the note box coding myself so I might not be much help..but I think it something after eval force action B.  I havent tested this with skills but with states its works.       Place this in the Skill A notebox:  <After Eval> user.forceaction(skill id); </After Eval>  Replace the skill id with skill B:s Id.

    This works wonderfully! Now just to find a way to turn off the casting animation, haha ^^'


    But I think I can try to do that myself, it's all for the better.


    Thank you!
  14. It's not really a bug but a question. How do I change the size and position of Weapons?


    I'm using a custom made battler and have no idea how this.
  15. Waterguy said:
    @TheDemonReaper, what does the console (F8) says about the error?

    /E:/Games/R/IGG-RPG.Maker.MV.v1.0.1.IncluDLC/Where%20Memories%20Sleep/js/plugins/animatedSVEnemiesYanflyEnginePatch.js:7 Uncaught TypeError: Cannot set property 'Yanfly' of undefined
    animatedSVEnemies.js:744 reading Jacksepticeye...
    animatedSVEnemies.js:748 Jacksepticeye is using SV Battler sprites
    rpg_managers.js:1618 TypeError: undefined is not a function
        at Sprite_EnemyRex.Sprite_Battler.setHome (YEP_RowFormation.js:1560)
        at Sprite_EnemyRex.Sprite_Actor.setActorHome (YEP_RowFormation.js:1574)
        at Sprite_EnemyRex.setActorHome (animatedSVEnemies.js:499)
        at Sprite_EnemyRex.setBattler (animatedSVEnemies.js:456)
        at Sprite_EnemyRex.Sprite_Battler.initialize (rpg_sprites.js:462)
        at Sprite_EnemyRex.Sprite_Battler.initialize (YEP_BattleEngineCore.js:2541)
        at Sprite_EnemyRex.Sprite_Actor.initialize (rpg_sprites.js:671)
        at new Sprite_EnemyRex (animatedSVEnemies.js:412)
        at Spriteset_Battle.createEnemies (animatedSVEnemies.js:703)
        at Spriteset_Battle.createLowerLayer (rpg_sprites.js:2406)


    This is what came up when I tried battling Jacksepticeye
  16. From the text, it seems you renamed the plugin.


    You should not have renamed the plugin.


    Try changing the name back and see if it works.
  17. Krad1213 said:
    It's not really a bug but a question. How do I change the size and position of Weapons?


    I'm using a custom made battler and have no idea how this.



    Its tricky but not impossible.


    First you need Weapon Animations: http://yanfly.moe/2016/01/28/yep-63-weapon-animation/ (and read the directions there for how to use the notetags)


    This will allow you to use custom weapon images. It also allows you to make bigger weapons. Just make sure each frame is the same size. Next you'll need to test the usage of the weapon. This takes trial and error as you'll need to watch where the weapon is going when used. It WILL be off most likely. So I'd recommend screenshotting the weapon as its being used.


    What that will allow you to do is open the screenshot in a image editor (I used MSPaint), and zoom in to count how many pixels the weapon is off. Then you can go into the weapon image file and move the weapon by the amount of pixels is off. 9 times out of 10 you should have it. Occasionally you might find that the image goes beyond the image itself or beyond its frame. If this happens, make the frame bigger and start over by testing the weapon and screenshotting.


    Once you've got it lined up. Open the file in a image editor that uses layers (I use paint.net for this). Make a new layer and with the pencil tool outline the area where the character holds the weapon. Save this layer as its own image. This is now your template for all other weapons used by that character. Just make the weapon image with the three frames and then paste this template as a new layer. Adjust the weapon to match the layer, delete the template layer and save as the new weapon image.


    You will need a different template for each character unless their hands/appendages are in the same location for each of their frames (like the default character creator). ANd you'll need a new template for each time there's a different size.


    For default characters each frame needs to be twice as wide as the weapon's length from the handle point to the end of the weapon (counting pixels along the x-axis). If using custom characters depending on how big they are (the further away from the center their hand is, gives a bit of a modifier to the number of pixels you need). Again you'll be doing some trial and error to make all of this work. Once you've done a weapon or two, you'll get the idea on how to make it work.


    Little tip and trick:


    If using a firearm or some other projectile weapon that might have recoil. Adjust the second frame to the right by 1-5 pixels (depending how how much kick that weapon needs). I do this with shotgun type weapons and other large caliber weapons, and it looks really good. 
  18. markp80nj said:
    Hey guys, sorry if this has been asked before, but I have a couple questions I hope someone can help me with.


    In my project I am using Yanfly's Row Formation Plugin.


    Certain weapons, like Bows, can only be used on the second row.


    To achieve this, I use Yanfly's Weapon Unleash Plugin, and replace the Attack Command with a new skill called Ranged Attack.


    This works great for players, but for enemies, having anything other than the Attack Command will not show the weapon animation.


    Instead of the enemy using his bow, a casting animation is shown.


    Is there a way for me to show the weapon animation with a skill other than the normal attack?


    And second question, can enemies have more than one weapon and switch them during battle?


    For example, a Rogue that can attack in the front row with daggers, and then jump to the second row and equip a bow?


    Sorry if these are silly questions, but I'm having a hard time figuring it out.

    So, can anyone tell me if this is just impossible to do, and I should give up? 
  19. markp80nj said:
    So, can anyone tell me if this is just impossible to do, and I should give up? 

    It's possible, and you should make a specific thread for it, rather than asking in the "debug" one.
  20. How do I lock certain skills for as long as a  state is present? I have a state, that allows to evade any attack, but also locks any attackiing spells, skills and normal attacks.


    EDIT: I'm aware that I can seal a skill. But it's one by one, it's too slow and meticulous. I need something quick and easy to use :C