[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 278 of 309 View original ↗
  1. Did you put a number instead of the skill.id? or are you using it like you showed us?


    Try putting the skill number, maybe that gave an error and may have canceled the whole thing?
  2. Waterguy said:
    Did you put a number instead of the skill.id? or are you using it like you showed us?


    Try putting the skill number, maybe that gave an error and may have canceled the whole thing?



    No, the skill is removed like it should. Changing it to number of the skill doesn't help.
  3. Tuomo L said:
    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?



    I'm a little confused by your using a "dummy skill" here. If your goal is simply to increase an actor's number of battle skill slots. I would just use the increaseBattleSkillSlots command in a script call.


    Also, are your plug-in parameters set correctly to allow the adding of more equip slots?


    (From the plug-in help)

    actor.increaseBattleSkillSlots(x)
    – This will raise the maximum amount of equip skill slots for the actor to x but cannot go beyond the ‘Maximum Skills’ plugin parameter value.
  4. I can see two reasons to use a skill like this...


    1) following the stat-buy tips and tricks


    2) wants the skill slots to increase automatically when leveling up to a certain level
  5. Hikitsune-Red said:
    I'm a little confused by your using a "dummy skill" here. If your goal is simply to increase an actor's number of battle skill slots. I would just use the increaseBattleSkillSlots command in a script call.


    Also, are your plug-in parameters set correctly to allow the adding of more equip slots?


    (From the plug-in help)



    I don't think you can use that script call via items, unless you mean something like calling for common events and script calls but then I'd have to figure out how to tell the game who used the item in the first place.The item teaches the dummy skill to the person using it, where the code is supposed to increase their battle skill slots and then erase the skill, however it doesn't work. Basically I wanted to award players with items every now and then that they could use to increase their battle skill slot ammount, giving a better sense of character progression and to help get more of those skills they learn while leveling and such.


    Yes, for the test character had 4 skill slots and the maximum slots was 8. After using the item, she still only had 4.
  6. Tuomo L said:
    I don't think you can use that script call via items, unless you mean something like calling for common events and script calls but then I'd have to figure out how to tell the game who used the item in the first place.The item teaches the dummy skill to the person using it, where the code is supposed to increase their battle skill slots and then erase the skill, however it doesn't work. Basically I wanted to award players with items every now and then that they could use to increase their battle skill slot ammount, giving a better sense of character progression and to help get more of those skills they learn while leveling and such.


    Yes, for the test character had 4 skill slots and the maximum slots was 8. After using the item, she still only had 4.



    Do it, instead, using a state.


    I just tested this myself, and it works.


    State Notetag (change '11' to whatever your state ID number is)  :

    Code:
    <Custom Apply Effect>
    a.increaseBattleSkillSlots(1);
    a.removeState(11);
    a.refresh();
    </Custom Apply Effect>
  7. Plugin Name: YEP_CoreEngine.js (v1.22)


    Plugin Parameter Changes: Screenwidth to 1280, Screenheight to 720.


    Bug Explanation: When entering combat, there is a white bar at the bottom of the screen.  It is not always there.


    Error Report: N/A


    Exact Steps on How to Replicate Bug: It is not always there.  I am able to sometimes fix it by modifying the parameters and then saving the project but after one battle in-game, it comes back in the next battle. 


    Sample Project (REQUIRED): https://drive.google.com/open?id=0B51K6MYj7mEKWkRackNmd3lZUjQ


    whitebar.png
  8. @Piratepoots


    I already reported this to Yanfly, 


    Yanfly said:


    "This is an issue with RPG Maker MV 1.3.2 and above. It's something I've been trying to fix for a while, but the core of it is simply the problems made with the Pixi engine. To which, I'm going to suggest that you either scale the battle backs for your individually or revert back to 1.3.1 Simply put, I'm not going to deal with this issue yet for MV 1.3.2 and 1.3.3 because of the huge mess found inside the Pixi engine."
  9. The 'Change Battle Equip' plugin definitely has an issue under the new 1.3.4. Whenever I go into it, do anything at all, then try to exit, it crashes with "undefined is not a function". It worked flawlessly previously, I should point out. I haven't added any Equip or Battle Menu related plugins, and I have the new versions of all the other stuff. Can someone confirm if i'm crazy? :)


    Never mind. MOG's Battle Transitions was the issue. Ugh. Apparently I am crazy. lol
  10. 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. Do NOT copy/paste them over from your project's Plugin Manager. 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 this topic, one old rule post for userkind.
  11. Piratepoots said:
    Plugin Name: YEP_CoreEngine.js (v1.22)


    Plugin Parameter Changes: Screenwidth to 1280, Screenheight to 720.


    Bug Explanation: When entering combat, there is a white bar at the bottom of the screen.  It is not always there.


    Error Report: N/A


    Exact Steps on How to Replicate Bug: It is not always there.  I am able to sometimes fix it by modifying the parameters and then saving the project but after one battle in-game, it comes back in the next battle. 


    Sample Project (REQUIRED): https://drive.google.com/open?id=0B51K6MYj7mEKWkRackNmd3lZUjQ





     

    I have this issue too, but I've been playing around with resolutions and it seems like 1280x720 is the problem child here. 1280x800, 1600x900, even 1920x1080 work perfectly, but 1280x720 doesn't. Makes no sense, but it's progress for now. I'm using 1280x800 to get around the bar issue.
  12. Syltti said:
    I have this issue too, but I've been playing around with resolutions and it seems like 1280x720 is the problem child here. 1280x800, 1600x900, even 1920x1080 work perfectly, but 1280x720 doesn't. Makes no sense, but it's progress for now. I'm using 1280x800 to get around the bar issue.

    Yeah, I just opted to modifying the background images at this point.  I've tried a number of 16:9 resolutions and it did the same thing on those, so I'm not gonna sweat it too much.  It's really just a convenience feature anyway.
  13. Hi Yanfly, I notice a minor display issue in the visual HP gauge.


    The y axis seems to be off for sideview enemies near the bottom edge of the window.


    I swapped the two lines in the function below to fix it. Not sure if I got the latest version v1.06 but just want to let you know. Thanks for making all the plugins.


    Window_VisualHPGauge.prototype.updateWindowPosition = function() {
    if (!this._battler) return;
    var battler = this._battler;
    this.x = battler.spritePosX();
    this.x -= Math.ceil(this.width / 2);
    this.x = this.x.clamp(this._minX, this._maxX);
    this.y = battler.spritePosY();
    if (Yanfly.Param.VHGGaugePos) {
    this.y -= battler.spriteHeight();
    } else {
    this.y -= this.standardPadding();
    }
    this.y += Yanfly.Param.VHGBufferY; //moved up one line
    this.y = this.y.clamp(this._minY, this._maxY); //moved down one line

    };






    Another issue I have noticed is for damage display for LifeSteal + Element reflection


    condition 1: the target is reflecting element X and at the same time the attacker can do lifesteal (same for MP looks like)


    condition 2: the attacker attacks target with element X


    what happens: target reflect the damage to attacker (the hp gauge updates)


    the issue: the damage popup shows the amount for lifesteal, not the reflected damage, even with the healing sound effect. Even if I force the target to <Guard Life Steal>


    I guess it is more of a display issue in the damage popup?
  14. Using the latest plugin versions with the error catching around script blocks, I'm noticing I can't tell which line of the script is causing an error anymore, or the details of the scripts. I've got a 10-line block handling something, but the error message just spits back the entire script along with the error code ('undefined is not a function' as usual for javascript). Is it just not made for dealing with long scripts?
  15. Doktor_Q said:
    Using the latest plugin versions with the error catching around script blocks, I'm noticing I can't tell which line of the script is causing an error anymore, or the details of the scripts. I've got a 10-line block handling something, but the error message just spits back the entire script along with the error code ('undefined is not a function' as usual for javascript). Is it just not made for dealing with long scripts?



    I don't know that I've seen that before (you are using the console, right?). Even so, a nice, simple (albeit lengthy) way to find where bugs are happening, is to print to console a specific line just before doing anything that you think may cause a crash.


    Exempli Gratia:

    Code:
    print("Using crazy function (you can even put in a line number if you want)")
    stuff = things
    CrazyFunction(stuff)

    (Don't copy-paste that though, it's in Lua.)


    Now, when I execute that block, the console should appear like:


    Console.log
    "Using crazy function"
    ERROR: Undefined is not a function!


    (More or less)


    Now I know that it crashed after my printed line. For added pin-pointing, you can even put another print after so you can tell if it passed the function okay.
  16. @Hikitsune-Red It's through the normal debugging console, yes. The "undefined is not a function" was the actual error I was getting, but if it had actually crashed it would tell me the line number within the eval that was causing the problem.


    I guess it's back to print-statement debugging, then. Gotten spoiled on debugging utilities at work.
  17. ...really?
    I must have been doing something wrong. When I caused an error through the noteboxes before I don't remember noticing it telling me the line of the error.
  18. @Waterguy It's definitely not very good at telling you, but it does have a ###:### block among the errors list indicating which line of the anonymous function (your script) it broke on. Then you have to count out the lines yourself.


    I was using it to hunt a bug just before I did the plugin updates, anyway, I don't know how reliably it appears in other cases.
  19. Plugin Name: YEP_EventChasePlayer


    Bug Explanation: Now I could be doing something wrong but what is happening is even though the event(in this case the dragon) don't see the player they stop moving when they come withing the range of the player.


    Error Report: none


    Exact Steps on How to Replicate Bug: walk through the door and stand in the blood(best spot to stand to duplicate) and wait for dragon stops when


    Sample Project (REQUIRED): https://www.dropbox.com/s/ouxx9befjl8wnwu/Game_boxed.exe?dl=0
  20. I am slightly confused about the animation sequences at this point, currently I have weapons that provide additional options such as burst fire supplying sound effects, motions and effects/common events etc.


    But what I can't figure out is how to have the weapon use it's default selected animation for it's normal weapon use.


    I find this incredibly awkward how MV has the attack function listed in the skills tab rather than XP's program that had weapons with normal attacks use there own effect.