[YEP] Yanfly Engine Plugins

● ARCHIVED · READ-ONLY
Started by Yanfly 6167 posts Page 277 of 309 View original ↗
  1. BUG Report - Performance ISSUE in WebGL (only)


    RPG Maker MV 1.33


    Plugin : YEP_BattleEngineCore V1.41 


    How to see this bug? Start a battle in a map with monster with a long name. Ex: Bloody red Scorpion x 4 in the same troop.


    Bug: The MS usage will be really high in WebGL mode (not really in canva) and the FPS will drop really to 4-5 in battle. When you try to select an enemy.


    Right now, I can fix this bug when I used really small name for enemy like Red or Swampy but the more characters your put for the name of the monsters, the more the game will lag in battle.


    @Yanfly Can you fix this perfomance bug? Even when I drop the name and other option in the BattleEngineCore, the game still lag and use a lot of power.


    It's only when I drop the BattleEngineCore plugin to drop the number of the characters for the monster name that I can fix this problem.


    Thanks for your help! 
  2. Nanaya said:
    It's possible, and you should make a specific thread for it, rather than asking in the "debug" one.

    Thanks.


    I did think about opening a thread for it.


    But I see everyone posting questions about the plugins here, that I thought a specific thread would be frowned upon.


    I'll get right to opening it!
  3. DarkEspeon40K said:
    Is CTB still discontinued? :C


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



    Support for CTB (and ATB) are discontinued. You are free to use it as much as you like. However, bug fix support for it is no longer done. You can read the reasons here: 





    ---

    Val said:
    BUG Report - Performance ISSUE in WebGL (only)


    RPG Maker MV 1.33


    Plugin : YEP_BattleEngineCore V1.41 


    How to see this bug? Start a battle in a map with monster with a long name. Ex: Bloody red Scorpion x 4 in the same troop.


    Bug: The MS usage will be really high in WebGL mode (not really in canva) and the FPS will drop really to 4-5 in battle. When you try to select an enemy.


    Right now, I can fix this bug when I used really small name for enemy like Red or Swampy but the more characters your put for the name of the monsters, the more the game will lag in battle.


    @Yanfly Can you fix this perfomance bug? Even when I drop the name and other option in the BattleEngineCore, the game still lag and use a lot of power.


    It's only when I drop the BattleEngineCore plugin to drop the number of the characters for the monster name that I can fix this problem.


    Thanks for your help! 



    Long battler names has absolutely nothing to do with performance issues nor is there any plausible reason they would affect performance. If you really feel this is a bug, then fill out the required bug report template replicating the bug 100% of the time.


    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.


    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 user 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.
  4. YEP.120 - Repel Lure Encounters - RPG Maker MV 










    In RPG Maker MV, you can either choose to enable encounters or disable them completely. However, making a system that repels encounters for a certain amount of steps or increase the encounter rate for a certain amount of steps is a whole different matter. This plugin allows you to create ways to repel encounters, generate lures, and the rate at which lures are done.


    You can grab the plugin here:
    Yanfly.moe: http://yanfly.moe/2016/11/19/yep-120-repel-lure-encounters-title-rpg-maker-mv/
  5. Yanfly said:
    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 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 user 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. 



    New page. New post.
  6. Please, somebody can helpme, before the update, I had a skill that left the Tp of the actor at 0; After the program update, the formula "b.setTp(0);" gives an error, does anyone know what I can do?
  7. try removing the space, instead of  "b.setTp (0);"  put  "b.setTp(0);"
  8. yes, the formula don't have a space, maybe you can helpme?
  9. two things:


    1- this seems like a damage formula, not something for this thread.


    2- without the space, I already use it in my project, so the problem probably isn't really in this part. Can't help much without a console image.


    But 1 is pretty important.
  10. So I have a question about using the BaseParamControl plugin. Is there a way for me to check if an actor is a particular class and have their attack calculated with different stats? I kept getting an error when I tried using an if statement, but I'm not sure if I set up the right calls.  Basically, I want to check if any of the actors are one of two classes, if they are, I want their attack to be figured using a certain stat, while all others are another stat.  How can I do this?
  11. Plugin Name: YEP_BattleEngineCore v1.41 


    Bug Explanation: FPS drop a lot on WEBGL(not canvas render mode) when the name of enemy is long versus a short name. (See demo) or you can patch this problem when you put FALSE to parameter Visual Enemy Select. 


    Error Report: No error or message, but only high usage MS and low FPS 


    Exact Steps on How to Replicate Bug: I made a project with the 2 situation a Troop with long name and the other with short name of same visual stats monsters.


    Sample Project (REQUIRED): Project Demo for bug performance


    @ @YanflyCan you fix this bug? To be able to have the Visual Enemy Select (TRUE) with good performance with Long enemy name?


    Thanks in advance!


    New Info : If I tried with the Font from new project in RPG Maker MV, no problem with FPS or MS, if I choose another Font, the problem seem to be there and High CPU usage. Can you help me on fixing this bug or can you tell me what type of font I need to use to make sure the fps will not drop? Thanks Yanfly? 


    screenshots long name  302 ms


    long_names.jpg


    short name 3 MS


    short_name.jpg
  12. Val said:
    Plugin Name: YEP_BattleEngineCore v1.41 


    Bug Explanation: FPS drop a lot on WEBGL(not canvas render mode) when the name of enemy is long versus a short name. (See demo) or you can patch this problem when you put FALSE to parameter Visual Enemy Select. 


    Error Report: No error or message, but only high usage MS and low FPS 


    Exact Steps on How to Replicate Bug: I made a project with the 2 situation a Troop with long name and the other with short name of same visual stats monsters.


    Sample Project (REQUIRED): Project Demo for bug performance


    @ @YanflyCan you fix this bug? To be able to have the Visual Enemy Select (TRUE) with good performance with Long enemy name?


    Thanks in advance!


    New Info : If I tried with the Font from new project in RPG Maker MV, no problem with FPS or MS, if I choose another Font, the problem seem to be there and High CPU usage. Can you help me on fixing this bug or can you tell me what type of font I need to use to make sure the fps will not drop? Thanks Yanfly? 


    screenshots long name  302 ms


    View attachment 52492


    short name 3 MS


    View attachment 52493




    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.


    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.
  13. One quick question for the Battle AI:


    The code you posted 


    eval $gameTroop.aliveMembers().length === 1 && user.isStateAffected(whatever your taunt ID is); 


    Just that I understant this correctly, what this does is it looks if exactly 1 enemy is alive and if he is afflicted by taunt and if he is, he uses whatever skill, correct? 


    Can I also ask if a certain state is not on the user? Basically, does something like "user.isNotStateAffected" exist? As I said earlier, I would like to have a specific enemy only use taunt if the is not alone (so > 1) and is not already afflicted with the taunt state.
  14. Sorry for the error in my bug report here a new project + info directly from what you asked @Yanfly


    Plugin Name: YEP_BattleEngineCore v1.42 + CoreEnginev1.22 (I used the latest download from your web site + rpg maker mv1.33) 


    Bug Explanation: FPS drop a lot on WEBGL(not canvas render mode) when the name of enemy is long versus a short name. (See demo) or you can patch this problem when you put FALSE to parameter Visual Enemy Select. 


    Error Report: No error or message, but only high usage MS and low FPS 


    Exact Steps on How to Replicate Bug: I made a project with the 2 situations just start a New Game and choose one of the 2 options to see the bug. (Short name battle or long name battle)


    Sample Project (REQUIRED):(63 MB)  Blank new project with only base content for debugging font performance issue


    @YanflyCan you fix this bug? To be able to have the Visual Enemy Select (TRUE) with good performance with Long enemy name?


    Thanks in advance, sorry for everything. 
  15. Val said:
    Sorry for the error in my bug report here a new project + info directly from what you asked @Yanfly


    Plugin Name: YEP_BattleEngineCore v1.42 + CoreEnginev1.22 (I used the latest download from your web site + rpg maker mv1.33) 


    Bug Explanation: FPS drop a lot on WEBGL(not canvas render mode) when the name of enemy is long versus a short name. (See demo) or you can patch this problem when you put FALSE to parameter Visual Enemy Select. 


    Error Report: No error or message, but only high usage MS and low FPS 


    Exact Steps on How to Replicate Bug: I made a project with the 2 situations just start a New Game and choose one of the 2 options to see the bug. (Short name battle or long name battle)


    Sample Project (REQUIRED):(63 MB)  Blank new project with only base content for debugging font performance issue


    @YanflyCan you fix this bug? To be able to have the Visual Enemy Select (TRUE) with good performance with Long enemy name?


    Thanks in advance, sorry for everything. 



    Okay, this time, I managed to see what's going on. However, it took me far more than it should have. And that's because you've made changes to the plugin parameters for the Core Engine's plugin parameters without telling me what you've done. Every bit of information needs be to mentioned or else I may not find the answer in a timely manner. Had this been mentioned to me from the start, that you've changed the font used for the demo, then none of this would have taken hours for me to go on a chase for.


    As such, all bug reports will be updated to this format from now on:


    Plugin Name: (What is the name of the plugin?)


    Plugin Parameter Changes: (Mention ALL of the changes you've made to the plugin's parameters. Otherwise, I will revert every single plugin's settings to the default setting)


    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.
  16. Yanfly said:
    Plugin Parameter Changes: (Mention ALL of the changes you've made to the plugin's parameters. Otherwise, I will revert every single plugin's settings to the default setting)

    Can I make a suggestion here? Can there be somewhere where the default settings are noted, maybe on the website or something that everyone can access? I recall from my time in MV that (unless you've changed it in the last couple of months) that there was nothing stating what the defaults were and I highly doubt anyone, short of the author, submitting a report is going to remember what the default settings are for 100+ plug-ins unless it is noted somewhere.


    Just an idea to hopefully stop future friction on this part of the request.
  17. bgillisp said:
    Can I make a suggestion here? Can there be somewhere where the default settings are noted, maybe on the website or something that everyone can access? I recall from my time in MV that (unless you've changed it in the last couple of months) that there was nothing stating what the defaults were and I highly doubt anyone, short of the author, submitting a report is going to remember what the default settings are for 100+ plug-ins unless it is noted somewhere.


    Just an idea to hopefully stop future friction on this part of the request.



    This really shouldn't be a problem if you're making a new, blank project for Yanfly, as requested.


    Whatever you change in that blank project can easily be noted by the bug reporter.


    Besides, defaults are listed in the plug-ins themselves, at the least.
  18. bgillisp said:
    Can I make a suggestion here? Can there be somewhere where the default settings are noted, maybe on the website or something that everyone can access? I recall from my time in MV that (unless you've changed it in the last couple of months) that there was nothing stating what the defaults were and I highly doubt anyone, short of the author, submitting a report is going to remember what the default settings are for 100+ plug-ins unless it is noted somewhere.


    Just an idea to hopefully stop future friction on this part of the request.



    The plugin defaults can be seen from the plugin itself.


     * @param Default Font
     * @desc Default font(s) used for everything else.
     * Default: GameFont
     * @default GameFont, Verdana, Arial, Courier New


    It looks like code, but it's very much readable.


    However, when I request that people submit sample projects, newly installed plugins should always have their default settings unless specifically changed due to these steps that they are to follow:

    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.


    That said, I ought to amend step 4 as well to specifically state to "Install" and not "Copy/Paste" over.
  19. @Yanfly: Got it. If we installed them, then we have to reset them, so that way we would remember the changes. Makes sense to me. Still, just trying to think ahead here, for once in my life!
  20. So, I don't get what's wrong here. I'm trying to make an item that increases battle skill slots by 1 by teaching this skill with this notetag, increasing the limit and then removing the dummy skill


    <Learn Cost Eval>


    user.increaseBattleSkillSlots(1)


    user.forgetSkill(skill.id);


    user.refresh();


    </Learn Cost Eval>


    But it just doesn't work, I tried to change it to actor instead but that didn't work either. How do I fix it to do what I want?