[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 281 of 309 View original ↗
  1. tabrls said:
    Plugin Name: grid free doodads


    Plugin Parameter Changes: n/a


    Bug Explanation: Thank you for this plugin.


    This is a fantastic plug-in now. If it have additional features will be better.


    ummm... like a 'ctrl + z'.


    just think about that.


    Error Report: n/a


    Exact Steps on How to Replicate Bug: n/a


    Sample Project (REQUIRED): n/a



    A few things wrong with this:


    First off, don't be that guy.


    Yanfly has specifically asked that you use bug reports strictly for actual bug reports. Don't pull this crap just to get Yanfly's attention, Yanfly is busy fixing real problems.


    Second off,


    Yanfly has also specified that this place is only for bug reports. You want to request a feature? Take it the proper forum.


    I'm not trying to sound mean here, but Yanfly has made all of this quite clear, and it is truly for the benefit of all.
  2. Greetings, it's been a while since I needed to report something here. :)


    Plugin Name: YEP_EnemyLevels


    Plugin Parameter Changes: Any changes made are not relevant to the problem.


    Bug Explanation: When this plugin is installed, enemies that make transformations do not take on all of the characteristics of the enemy they transformed into.


    While the exact parameters copied are not always the same, multiple enemies who transform into the same enemy can have wildly varied parameters after the transformation.


    Error Report: N/A


    Exact Steps on How to Replicate Bug:

    • Create an encounter in which there is an enemy that transforms into another enemy.
    • Use the debug console to check the parameters of the enemy before and after its transformation, for ease of view, use enemies that have entirely different stats than each other.
    • Have multiple enemies that are the same base enemy all transform into the same enemy. In my experience, the first enemy to transform retains all of their original base stats, while the second one might also retain only base stats, or gain most of the stats with the exception of agility. The amount of stats different is different every time, and I believe has something to do with turn order or turns taken, but am not 100% sure on that.

    Sample Project (REQUIRED): Link.


    My sample project has an encounter already setup to demonstrate the problem, all you should need to do to verify is test play it. Turn off enemy levels and test play it again. Easy-peasy.
  3. Just a small question. Does the choice window not adjust its position when I use the Message Positon Text Codes?
  4. Hikitsune-Red said:
    A few things wrong with this:


    First off, don't be that guy.


    Yanfly has specifically asked that you use bug reports strictly for actual bug reports. Don't pull this crap just to get Yanfly's attention, Yanfly is busy fixing real problems.


    Second off,


    Yanfly has also specified that this place is only for bug reports. You want to request a feature? Take it the proper forum.


    I'm not trying to sound mean here, but Yanfly has made all of this quite clear, and it is truly for the benefit of all.

    Where is the Suggestion forum for Yanfly's plugins? I have some suggestions too.
  5. Hikitsune-Red said:
    Just in the general Plug-In Request forum

    I can't really see how exactly it helps. Don't get me wrong, it's nice that I finally found the forum, all thanks to you.


    But it's just that I have a feeling that with no dedicated pinned topic or a prefix to all Yanfly's plugin suggestion he won't really see them unless he is actively searching. And I doubt he has time for that.


    Thank you anyway, I'll try posting suggestion there.
  6. ramza said:
    Greetings, it's been a while since I needed to report something here. :)


    Plugin Name: YEP_EnemyLevels


    Plugin Parameter Changes: Any changes made are not relevant to the problem.


    Bug Explanation: When this plugin is installed, enemies that make transformations do not take on all of the characteristics of the enemy they transformed into.


    While the exact parameters copied are not always the same, multiple enemies who transform into the same enemy can have wildly varied parameters after the transformation.


    Error Report: N/A


    Exact Steps on How to Replicate Bug:

    • Create an encounter in which there is an enemy that transforms into another enemy.
    • Use the debug console to check the parameters of the enemy before and after its transformation, for ease of view, use enemies that have entirely different stats than each other.
    • Have multiple enemies that are the same base enemy all transform into the same enemy. In my experience, the first enemy to transform retains all of their original base stats, while the second one might also retain only base stats, or gain most of the stats with the exception of agility. The amount of stats different is different every time, and I believe has something to do with turn order or turns taken, but am not 100% sure on that.

    Sample Project (REQUIRED): Link.


    My sample project has an encounter already setup to demonstrate the problem, all you should need to do to verify is test play it. Turn off enemy levels and test play it again. Easy-peasy.



    I'll have to take a look at this in depth. It'll have to be a fix I'll have to get into for the following week.


    ---

    DarkEspeon40K said:
    I can't really see how exactly it helps. Don't get me wrong, it's nice that I finally found the forum, all thanks to you.


    But it's just that I have a feeling that with no dedicated pinned topic or a prefix to all Yanfly's plugin suggestion he won't really see them unless he is actively searching. And I doubt he has time for that.


    Thank you anyway, I'll try posting suggestion there.



    Please don't initiate with this kind of attitude. Especially since I've stated at the very first post of this thread:


    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.


    I do not take requests. Nobody gets a special service here. This goes for regular users, patrons, moderators, and even friends. The request forum is for other people to take on the requests. I am not the only person who is capable of creating plugins. There are plenty of people who are as capable and more capable than me for plugin creation.
  7. Plugin Name: Save Core


    Do you have all the latest updates for the plugins in question? yep


    Plugin Parameter Changes: default


    Bug Explanation: Map name is the internal map name used in the editor ($dataMapInfos[x].name), not the display name ($dataMap.displayName).  I think what's shown in the save screen should be the same as the name that appears when the player enters the map.
  8. Shaz said:
    Plugin Name: Save Core


    Do you have all the latest updates for the plugins in question? yep


    Plugin Parameter Changes: default


    Bug Explanation: Map name is the internal map name used in the editor ($dataMapInfos[x].name), not the display name ($dataMap.displayName).  I think what's shown in the save screen should be the same as the name that appears when the player enters the map.

    DreamX made an extension to this plugin to correct this.
  9. Yanfly said:
    Please don't initiate with this kind of attitude. Especially since I've stated at the very first post of this thread:


    *snip*


    I do not take requests. Nobody gets a special service here. This goes for regular users, patrons, moderators, and even friends. The request forum is for other people to take on the requests. I am not the only person who is capable of creating plugins. There are plenty of people who are as capable and more capable than me for plugin creation.

    I'm not really asking anyone for a request here, I just thought that *you* were the *only one* allowed to change something in *your* plugins. You also mentioned multiple times that you are short on time, so that's only natural of me to worry.


    But anyway, that's great to know that anyone can help expand the plugins! <3
  10. ramza said:
    DreamX made an extension to this plugin to correct this.

    Can I please have the name of this plugin? :)  or a search term I can use to find it?


    I've been looking but so far no luck. :(  @ramza thank you
  11. Hikitsune-Red said:
    A few things wrong with this:


    First off, don't be that guy.


    Yanfly has specifically asked that you use bug reports strictly for actual bug reports. Don't pull this crap just to get Yanfly's attention, Yanfly is busy fixing real problems.


    Second off,


    Yanfly has also specified that this place is only for bug reports. You want to request a feature? Take it the proper forum.


    I'm not trying to sound mean here, but Yanfly has made all of this quite clear, and it is truly for the benefit of all.



    Ok. That's right.


    It was my mistake.
  12. tabrls said:
    Ok. That's right.


    It was my mistake.

    Though i wish there were links to the most appropriate spot. It would cut back on this sort of thing. I had a post like this earlier and it got ignored, which is ok, but it would be very helpful to have a link (and a specific thread) for this type thing. *cringes at the backlash predicted for this post*
  13. Plugin Name: YEP_PictureCommonEvents


    Plugin Parameter Changes: Only add the plugin in Plugin Manager and set status to ON (without any configuration or using it) will cause a problem.


    Bug Explanation: When create an item that call a common event after used. The player can walk (or run) while the message (in the common event) is showing.


    Error Report: -


    Exact Steps on How to Replicate Bug:

    1. Create a common event and show some message.
    2. Create an item. In effect panel, add a common event that created in step 1.
    3. Add an item in step 2 to the player.
    4. Start the game. Try to use an item, you can walk or run while the message in common event is showing.

    Sample Project (REQUIRED): https://drive.google.com/open?id=0B_V1NOjb9Jyqd0NxR2hXeFJsWVk


    How can I fix it (my try, may be not the right way)


    I tried to replace the code at line 2616


    from


    if ([201, 205, 230, 232, 261, 301].contains(code)) return false;
     


    to


    if ([101, 102, 103, 104, 105, 201, 205, 230, 232, 261, 301].contains(code)) return false;



    The bug has gone, but I think it may be not a good way (and may produce another bugs XD).
  14. Plugin Name: YEP_PictureCommonEvents (again)


    Plugin Parameter Changes: 

    • Hide Message: false (optional, easy for bug detection)
    • Picture 1 Click: 1

    Bug Explanation: When use HidePictureCommonEvents and ShowPictureCommonEvents plugin command, Normal picture(s) (not picture common events) also hide / show.


    Error Report: -


    Exact Steps on How to Replicate Bug:

    1. Create 2 pictures. A picture that used to call PictureCommonEvents (as picture id: 1) and a normal picture. (as picture id: 2)
    2. Show picture 1 and 2 into the screen.
    3. Set plugin parameter Picture 1 Click: 1 and create some common event (id: 1).
    4. Try to use HidePictureCommonEvents and ShowPictureCommonEvents plugin command in-game. You will see a normal picture also hide and show.

    Sample Project (REQUIRED): https://drive.google.com/open?id=0B_V1NOjb9JyqRXFpNlJKaV9PX1k


    How can I fix it (my try, may be not the right way)
    In line 2686. I think it should be replaced


    from
    if ($gameSystem.isPictureHidden()) return 0;

    to


    if ($gameSystem.isPictureHidden() && this.isRelatedPictureCommonEvent()) return 0;


    And the bug should gone.
  15. Some interesting thing when you use a different screen resolution, like 1280x720. You know when the game starts there's a small moment when the window gets resized. When you drag the window around before the resize occurs, the window does not get scaled up and the game then looks kinda zoomed out.


    Is this already known? Or maybe a bug and I should report it properly?
  16. Greetings again. I hope I'm not giving you too much work, but I seem to have found a weird bug with the Weapon Animations plugin, but only when the battle engine core plugin is enabled?


    Plugin Name: YEP_WeaponAnimation, YEP_BattleEngineCore


    Plugin Parameter Changes: I have the parameters set to default


    Bug Explanation: I have a lot of weaponsheets being used for this plugin... 14 to be exact. Seemingly at random, some of he individual weapon sprites will not animate properly, but only the first time you see them. It looks like the anchor point on the animation is 200 pixels or so to the left and 600 or so up above where it should be for the first two frames of the weapon sprite swing animation, but on the third frame it goes to the correct position. Subsequent attacks with the same weapon sprite do not have this problem. The actual weapon sprite IDs that cause this to happen seem to be random. In my test project, sprite 59 has the issue, while sprite 61 does not. Sprite 123 also has this problem.


    This only seems to happen if I have battleEngineCore turned on. When I was making the test project to upload, I discovered the bug wasn't happening anymore, because I didn't include that plugin at first. Something in the battle engine core plugin is interfering with these weapon sprites somehow, possibly during initialization?


    Error Report: N/A


    Exact Steps on How to Replicate Bug:

    • Have a project with a large number of weaponsprite sheets for use with weaponAnimation plugin.
    • Note that weapon sprite ID 59 animates incorrectly the first time you do a weapon swing with it.
    • Note that weapon sprite ID 61 does not have this problem.
    • Note that weapon sprite ID 123 does have this problem. All three weapon sprites belong to different sheet.

    Test Project: Link here.


    I have uploaded a test project in which the default actor weapons have their sprites changed to the above sprite IDs. There are probably more that don't work, but I'm not sure what their values are. Load the test project, and attack the bats in the battle (or testplay any troop in the DB). Take note that Harold's weapon animation starts above the screen, and that therese' does not. Marsha's also starts much higher than it should. See below for a screenshot of what I mean.


    WeaponAnimationIssue.png
  17. (Did it right this time sorry about issue earlier) 


    Plugin Name: YEP_EventChasePlayer and YEP_X_EventChaseStealth


    Plugin Parameter Changes: set stealth regions to 5 and 23


    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: stand in front of the statues and wait till event walks in front of you.


    Sample Project (REQUIRED):https://www.dropbox.com/s/e1nlu8kvw9dzy0o/Project2.zip?dl=0