Thank you for your hard work Yanfly. You rock!
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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I'm not sure what is causing the bug, but I recently update a bunch of the plugins and now when I run a test battle all the stats are set to 1, I am using the RPG Maker to set the stats, so there are no formulas involved
Has anybody else is encountered this bug?
EDIT1: Just checked Play Test, all stats are set to 1 as soon as you start
EDIT2: I'm a dumbass and caused the bug myself; future warning do NOT remove the "+ 1.0" from BuffStateCore Buff Formula, it cause all the stats to be set to their minimum value -
um no idea if this is the right place
but using your class base param to make an experiance formula (thanks to the flying dream calculator no actual test yet)
but when using this formula (((level - 1) * 650) * (((level * level) + (level * level))/100)) + 35 every thing works fine but if i try to use this formula (((level - 1) * 650) * (((level ^ 2) + (level ^ 2))/100)) + 35
it does a weird random thing with negative numbers

here is a screen shot explaining what i mean..... are we not able to use exponentials in the formulas? -
Hi Yanfly,
I am experiencing a bug using your RegionEvents plugin. I read through the description, so I know the requirements for a valid bug report, but I want to ask your advice on this.
I cannot seem to recreate the problem with a new project, but I can consistently recreate it or avoid it by turning the RegionEvents plugin on/off in my own project. I believe it is a performance related issue, and therefor a fresh project runs 'too smooth' for this problem to occur. In fact it doesn't even occur 100% of the time in my (pretty plugin and graphics clogged) project, just once in a while (but enough to cause major gameplay problems).
How should I present this bug to you? I'm pretty positive it occurs with the RegionEvents plugin, but I am not sure what to do to present you with a valid bug report. -
@Crimson Dragon Inc. Use Math.pow(base, exponent)
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Hello, I have a question with a plugin of a while ago the Life Steal plugin, and I don't actually know if I should place it as a bug or simply as a mistake from my part, I'm trying to use this code
<Custom HP Life Steal Rate>
if (target.isStateAffected(4))
rate = 1.5;
else
rate = 0.5;
</Custom HP Life Steal Rate>
So the skill sorta works, when the target is not affected by state 4 the user steals exactly half the damage, but when the enemy is affected by state 4 the user only steals the full damage, no more than that, I made sure to have the Enable overheal in the plugin in true.
So... Am i doing something wrong? -
APOLOGIES... JUST SORTED THIS..
Hi Yanfly! thanks for all your hard work... my game is mostly full of your plugins ( all up to date and in order :) ) and done a little test play and selected 'EQUIP' in the main menu, and it doesn't work :S here is screenshots... Don't know if I'm doing something wrong. thanks
View attachment 54170
View attachment 54171
Follow the bug reporting guidelines that are shown on the front post, the top post of each thread, and the post linked to from Yanfly.moe:
NOTE: Read this before submitting a bug report on this thread:
- I will only support my own plugins and code that I, myself have provided. If there are bugs with other people's plugins and/or bugs with the RPG Maker MV base code itself, I am not responsible for it. Report it in their own threads if it is a bug for their plugin or the official bug report forum if it is a bug with the RPG Maker MV base code.
- I am not responsible for bugs created by plugins created by other makers. There will be no compatibility patches made between my plugins and non-YEP plugins. This is not because I disrespect other plugin makers. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind this is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins.
- I am not responsible for any Lunatic Mode that you, yourself, have made. If you have created your own Lunatic Mode code that isn't running, go visit the JavaScript Support Forum instead.
- I am not obligated to explain to you how to code in JavaScript. There are plenty places online to learn it but this thread is not that place.
- I am not obligated 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.
- I am not going to "fix" my plugins to work with the Exclude unused files feature that comes with RPG Maker MV. The feature exists primarily for games that don't use plugins or games that use plugins that do not reference other game files. Read about it here in detail.
ALL bug reports MUST follow these guidelines and use this template:
Plugin Name: (What is the name of the plugin?)
Do you have all the latest updates for the plugins in question? (Click here for all of the latest updates and install them. If you do not have the latest updates, I will ask you to remake the bug report)
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.)
Create a Sample Project Reproducing the bug: The sample project MUST follow all of these guidelines:
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.
- The project's file size must be 200 MB or LESS. Remove unnecessary audio and image files until you reach that size or use MV Stripper if you need help doing so.
- 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, I apologize that 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.
- 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.
- Make sure they're in the EXACT order listed on Yanfly.moe. The correct ordering of plugins is important. Some plugins will not work if they aren't in the right order.
- Do -NOT- deploy the project through File > Deployment. Do -NOT- box the sample project. If I cannot open up the sample project when I get it, you will have to redo it all.
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.)
Did you recreate the bug on the sample project? (If not, do so. 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.)
Upload the sample project and share the link (ABSOLUTELY REQUIRED):
- Use WinZip or WinRAR to archive the project. Do -NOT- archive it multiple times.
- Upload it on a website like Mediafire.com or Dropbox. 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 somewhere else.
- Post the link here. If you do not include a sample project that meets these guidelines, the bug report will be invalid. There are NO exceptions.
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Documentation error:
On this page: http://yanfly.moe/2016/02/26/yep-74-target-core/ There is the following code sample:
Code:<Custom Target Text> text = $gameActors.actor(1).name(); text += ‘ and ‘ + $gameActors.actor(2).name(); </Custom Target Text>
It should be fixed to read:
Code:<Custom Target Text> text = $gameActors.actor(1).name(); text += ' and ' + $gameActors.actor(2).name(); </Custom Target Text>
For those of you who can't see a difference, I feel your pain. It took me about 35 minutes to track down why the sample code was throwing an "Unexpected token: ILLEGAL" error.
The single quotes in the first snippet are smart quotes, which are not recognized by javascript as valid quotes.
Given that many people use the example code as a "working base" upon which to incrementally modify without breaking anything, smart quotes frustrate users by making their code wrong from the get-go. It might not even be Yanfly's fault; it could be some sort of wordpress plugin that tries to "professionalize" the content by "fixing" dumb quotes. If this is the case, please turn it off. :(
Unfortunately, this is an issue with Wordpress that I use for the site. :/ They auto convert the ' into a different quote type. Thanks for bringing it up though!
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Hi Yanfly,
I am experiencing a bug using your RegionEvents plugin. I read through the description, so I know the requirements for a valid bug report, but I want to ask your advice on this.
I cannot seem to recreate the problem with a new project, but I can consistently recreate it or avoid it by turning the RegionEvents plugin on/off in my own project. I believe it is a performance related issue, and therefor a fresh project runs 'too smooth' for this problem to occur. In fact it doesn't even occur 100% of the time in my (pretty plugin and graphics clogged) project, just once in a while (but enough to cause major gameplay problems).
How should I present this bug to you? I'm pretty positive it occurs with the RegionEvents plugin, but I am not sure what to do to present you with a valid bug report.
If it's performance related, be sure to check the MV source code differences to see if everything matches up. Also, try disabling other non-Yanfly plugins to see if they're conflicting.
---
Hello, I have a question with a plugin of a while ago the Life Steal plugin, and I don't actually know if I should place it as a bug or simply as a mistake from my part, I'm trying to use this code
<Custom HP Life Steal Rate>
if (target.isStateAffected(4))
rate = 1.5;
else
rate = 0.5;
</Custom HP Life Steal Rate>
So the skill sorta works, when the target is not affected by state 4 the user steals exactly half the damage, but when the enemy is affected by state 4 the user only steals the full damage, no more than that, I made sure to have the Enable overheal in the plugin in true.
So... Am i doing something wrong?
Lunatic Mode support isn't helped here, I'm sorry.
From the front post, the top post of each thread, and the post linked to from Yanfly.moe:
- I am not responsible for any Lunatic Mode that you, yourself, have made. If you have created your own Lunatic Mode code that isn't running, go visit the JavaScript Support Forum instead.
- I will only support my own plugins and code that I, myself have provided. If there are bugs with other people's plugins and/or bugs with the RPG Maker MV base code itself, I am not responsible for it. Report it in their own threads if it is a bug for their plugin or the official bug report forum if it is a bug with the RPG Maker MV base code.
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YEP.122 - Extended Doodad Pack 1 - RPG Maker MV
This plugin allows you to add more options to the settings menu in the doodads editor. This allows you to set the tone for doodads to change them into colors that hues will not allow, the option for doodads to appear under certain switch conditions, whether or not party members have joined.
You can grab the plugin here:
Yanfly.moe: http://yanfly.moe/2016/12/17/yep-122-extended-doodad-pack-1-rpg-maker-mv/ -
Such wonderful plugins! :D I actually had a request I would like to make...for Extended Message Pack 1, would it be possible for you to include extra shortcut commands that work like the /auto- series of commands, but have a minimum row size of 4 so that face pictures don't get cut off in shorter messages?
EDIT: Never mind...I found the setting. -
Lunatic Mode support isn't helped here, I'm sorry.
From the front post, the top post of each thread, and the post linked to from Yanfly.moe:
- I am not responsible for any Lunatic Mode that you, yourself, have made. If you have created your own Lunatic Mode code that isn't running, go visit the JavaScript Support Forum instead.
I... see.
Very well, thank you I guess, but i don't feel it's a error with the lunatic code,
I have tried
<HP Life Steal: 150%>
and
<HP Life Steal: -50%>
Neither work, in the first the healing doens't go above the damage and in the second no damage is recived.
Which as your plugin has the enable overheal and negative healing parametres they should work, unless i isn't supposed to work that way in which case I'll apreciate to know before posting my inquire in the Javascript Help subforum.
By the way new doodad plug in beautiful as always. - I am not responsible for any Lunatic Mode that you, yourself, have made. If you have created your own Lunatic Mode code that isn't running, go visit the JavaScript Support Forum instead.
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This will have to be something I'll need to look into.
Just updated the engine and the PictureCommonEvents plugin and a PCE press now successfully interrupts a common event that is running parallel.
Thanks and well done, sir! :D
I hope that I can send you a copy of this children's book in the near future. :) -
the option for doodads to appear under certain switch conditions
Ah, a feature I was considering writing myself but never got around to. I'm certainly not going to complain if you're going to give it to me without any effort on my part! ;) -
Hi, Yanfly.
I want to report a bug that I found (or maybe just my mistake) using window10
Script Name:
YEP_X_ExtMesPack1 (v1.10)
List of Scripts Used (with version):
YEP_MessageCore(v1.17), YEP_X_ExtMesPack1 (v1.10)
Bug Description:
Letter sound is lagged when i used on windows 10
Error Message:
None
Additional Information:
In windows 7, Ok
Thanks -
@hyun8675, there is a list of things to answer when reporting a bug to make Yanfly's job easier... the main one that you missed, putting a project with just what is needed to repeat the bug.
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Hi! Yanfly I am getting an error with just core engine plugin enabled not sure what is the problem. I have tried work around but don't want to mess around without a clue. Could you help me solve the issue?
This error is showing up whenever I am trying to play a game and it is first thing that I see :(
TypeError: Failed to execute 'getImageData' on 'CanvasRenderingContext2D': float parameter 1 is non-finite.
at TypeError (native)
at Bitmap.getPixel (file:///C:/Users/przem/Desktop/World%20of%20tyrida/RPG%20MV/Slav/js/rpg_core.js:906:30)
at Window_TitleCommand.Window_Base.textColor (file:///C:/Users/przem/Desktop/World%20of%20tyrida/RPG%20MV/Slav/js/rpg_windows.js:176:28)
at Window_TitleCommand.Window_Base.normalColor (file:///C:/Users/przem/Desktop/World%20of%20tyrida/RPG%20MV/Slav/js/plugins/YEP_CoreEngine%20(1).js:1802:15)
at Window_TitleCommand.Window_Base.resetTextColor (file:///C:/Users/przem/Desktop/World%20of%20tyrida/RPG%20MV/Slav/js/rpg_windows.js:106:31)
at Window_TitleCommand.Window_Base.resetFontSettings (file:///C:/Users/przem/Desktop/World%20of%20tyrida/RPG%20MV/Slav/js/rpg_windows.js:102:10)
at Window_TitleCommand.Window_Base.createContents (file:///C:/Users/przem/Desktop/World%20of%20tyrida/RPG%20MV/Slav/js/rpg_windows.js:96:10)
at Window_TitleCommand.Window_Base.initialize (file:///C:/Users/przem/Desktop/World%20of%20tyrida/RPG%20MV/Slav/js/rpg_windows.js:24:10)
at Window_TitleCommand.Window_Selectable.initialize (file:///C:/Users/przem/Desktop/World%20of%20tyrida/RPG%20MV/Slav/js/rpg_windows.js:718:38)
at Window_TitleCommand.Window_Command.initialize (file:///C:/Users/przem/Desktop/World%20of%20tyrida/RPG%20MV/Slav/js/rpg_windows.js:1298:44)
Ok, it was a new project. I have just make another new one. However, I have no clue why it happened nevermind Sorry... -
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.
NOTE: Read this before submitting a bug report on this thread:
- I will only support my own plugins and code that I, myself have provided. If there are bugs with other people's plugins and/or bugs with the RPG Maker MV base code itself, I am not responsible for it. Report it in their own threads if it is a bug for their plugin or the official bug report forum if it is a bug with the RPG Maker MV base code.
- I am not responsible for bugs created by plugins created by other makers. There will be no compatibility patches made between my plugins and non-YEP plugins. This is not because I disrespect other plugin makers. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind this is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins.
- I am not responsible for any Lunatic Mode that you, yourself, have made. If you have created your own Lunatic Mode code that isn't running, go visit the JavaScript Support Forum instead.
- I am not obligated to explain to you how to code in JavaScript. There are plenty places online to learn it but this thread is not that place.
- I am not obligated 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.
- I am not going to "fix" my plugins to work with the Exclude unused files feature that comes with RPG Maker MV. The feature exists primarily for games that don't use plugins or games that use plugins that do not reference other game files. Read about it here in detail.
ALL bug reports MUST follow these guidelines and use this template:
Plugin Name: (What is the name of the plugin?)
Do you have all the latest updates for the plugins in question? (Click here for all of the latest updates and install them. If you do not have the latest updates, I will ask you to remake the bug report)
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.)
Create a Sample Project Reproducing the bug: The sample project MUST follow all of these guidelines:
- 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.
- The project's file size must be 200 MB or LESS. Remove unnecessary audio and image files until you reach that size or use MV Stripper if you need help doing so.
- 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, I apologize that 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.
- 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.
- Make sure they're in the EXACT order listed on Yanfly.moe. The correct ordering of plugins is important. Some plugins will not work if they aren't in the right order.
- Do -NOT- deploy the project through File > Deployment. Do -NOT- box the sample project. If I cannot open up the sample project when I get it, you will have to redo it all.
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.)
Did you recreate the bug on the sample project? (If not, do so. 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.)
Upload the sample project and share the link (ABSOLUTELY REQUIRED):
- Use WinZip or WinRAR to archive the project. Do -NOT- archive it multiple times.
- Upload it on a website like Mediafire.com or Dropbox. 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 somewhere else.
- Post the link here. If you do not include a sample project that meets these guidelines, the bug report will be invalid. There are NO exceptions.
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:
- 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. If you cannot be bothered to learn how to troubleshoot, I'm afraid RPG Maker will be giving you a whole lot more stress later on.
- 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.
- 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. If you are not serious about getting a bug fixed for your game, then I have no reason to be serious about getting it fixed for you. 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. - I will only support my own plugins and code that I, myself have provided. If there are bugs with other people's plugins and/or bugs with the RPG Maker MV base code itself, I am not responsible for it. Report it in their own threads if it is a bug for their plugin or the official bug report forum if it is a bug with the RPG Maker MV base code.
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Hi, Yanfly.
I want to report a bug that I found (or maybe just my mistake) using window10
Script Name:
YEP_X_ExtMesPack1 (v1.10)
List of Scripts Used (with version):
YEP_MessageCore(v1.17), YEP_X_ExtMesPack1 (v1.10)
Bug Description:
Letter sound is lagged when i used on windows 10
Error Message:
None
Additional Information:
In windows 7, Ok
Thanks
Firstly, please fill out a complete bug report, otherwise, Yanfly WILL NOT read it.
Secondly, I don't have this issue, and I am running Win10. Perhaps you have some background program running that is taking up memory or disk read/write that is causing a slow run. I'm not saying it is impossible, but there are a lot of variables between two computers; OS, hardware, software... Consider looking into your Win10 rig to see if something is largely different there. -
Hi guys,
I'm trying to use the ctb system with a 1 turn barrier spell at the moment. Sadly that spell makes no sense if the player got two turns but doesnt know about it, because every fighter is just shown once in turn order. If I remember right yanfly said once he had no time to change that prob, so I wanted to ask if there maybe was a addition from someone else?
Or maybe I just missed something and could change the visualization of the turn order. For example I could use something to see the next 8 turns no matter who is doing them, instead of just displaying each figters next turn. -
Hi guys,
I'm trying to use the ctb system with a 1 turn barrier spell at the moment. Sadly that spell makes no sense if the player got two turns but doesnt know about it, because every fighter is just shown once in turn order. If I remember right yanfly said once he had no time to change that prob, so I wanted to ask if there maybe was a addition from someone else?
Or maybe I just missed something and could change the visualization of the turn order. For example I could use something to see the next 8 turns no matter who is doing them, instead of just displaying each figters next turn.
By how it works the code is running a queue with a single instance of each batter in it, slotting them into where they are in the queue
In order to do what your wanting you would need to work out the queue order for eight turns rather than who goes next, basically re-code the whole thing, it is do able but a lot of time to do -
By how it works the code is running a queue with a single instance of each batter in it, slotting them into where they are in the queue
In order to do what your wanting you would need to work out the queue order for eight turns rather than who goes next, basically re-code the whole thing, it is do able but a lot of time to do
Thanks for your Answer GammaVD. That's totally understandable and for sure to much to ask. But maybe its possible to "double" the now used code? To show the next TWO turns of the battler? ...or maybe a variable that defines how many instances should be shown?
I think of something like having a Actor 1 Instance and a Actor 1(2nd Turn) instance. That way the problem would be gone unless u have 3 turns...which mabye a variable to define the number of instances could also solve. Ofcourse I dont know how this code is done atm and I'm sadly not that much in JavaScript :/