[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 285 of 309 View original ↗
  1. What sounds to be happening here is an issue caused by the event fast-forwarding feature in RMMV (I think it only applies to playtesting, but don't quote me on that). When an event is in motion - in this case, when a region tile is stepped on - if the action button (left mouse button, 'z', et cetera) is pressed down, the event process will be fast-forwarded. Since each step within that region is an event, it is a continual process.

    I don't think that's the case since it only happens with the mouse, infact, I cant even trigger the event with Z on the keyboard. Also, I tried it in a deployment and still get the same bug.

    Edit: Nevermind, I see what you're talking about. Guess I'll try looking for a plugin to disable that feature and see if it solves the problem.

    Edit2: Well that seems to have solved the problem with the game speed. However, the sound looping issue is still there. Unless there's something else I'm overlooking, I'll try suggesting that Yanfly include an option to disable triggering an event with a mouse click, so that it'd only trigger when stepped on.
     

    @MasterTaffer I use Region Events as well for step sounds. Additonally, I use a plugin from SumRndmDde that has the option to wait for completion for sound effects.



    I still get the same exact problem with that script, so you might want to check your own game for this bug.

    Edit: I tried it again with the fast-fowarding feature disabled, and now I'm getting some bad stuttery movement - not sure if it's just my computer (doubt it) or what. Before, I just set a switch to toggle on and off after every step, so the footstep sounds would play every other tile (note that dash is disabled for my game).
  2. @Yanfly Just a small thing. In the help file of the Equip Core is a typo.


    * <Custom Parameters> Example: <Custom Parameters>
    * code atk = $gameVariables.value(1);
    * code mat = atk / 2;
    * code all = $gameParty.members().length;
    * code </Custom Parameters>
    * </Code Parameters>


    There's <Custom Parameters> and </Code Parameters>.
  3. Sorry to bother yourself Yanfly. I want to know if it is posible to hide the equip skills command during the battles. Im using your plugins for passive skills. Excuse me for my bad English
  4. @Yanfly I know one of your plugins changes health according to the percentage, but I am not completely sure which one it is. Was it the Menu Engine? Or the Core Engine? I would like to write a full bug report, because it's possible to reduce your health to 1 if you equip and unequip an item that gives a health boost. I guess the same is true for MP as well.
  5. @Marston this was adressed before. If I remember right it was the better option, since making the hp increased, or the hp removed not be removed, would make equiping and unequiping those items be free healing
  6. You must be talking about auto passive states or equip skills.
    Both plugins works fine,i think the problem is related to the program itself.
    Vx and Ace got the same problem with the hp/mp parameters
  7. Hey Yanfly.  So I've ran into a problem.  When using your "DOT stacking" code, if the last enemy dies, the round still goes on until you use a skill on nothing.  After the animation of the skill, that is when the battle is over.  But once I use an area of effect skill, I get an error,  "cannot read property 'aoeX' of undefined". Help please? I have a class that relies solely on DOT damage besides their basic attacks.
  8. Can you make a plugin that shows the player where to go to get to a specific destination? 
  9. MasterTaffer said:
    Hey Yanfly, I found a pretty major bug with your region events script relating to mouse control.
    Here's my bug report:

    Plugin Name: YEP.17 - Region Events (latest version).


    Plugin Parameter Changes: None.


    Bug Explanation: After setting a footstep sound to play on a region, clicking and holding the left mouse button on that region will cause the sound
    to loop extremely fast, while also causing the game speed to dramatically increase. (more detailed explanation included in the sample project).


    Sample Project Reproducing the bug: (48mb) https://www.mediafire.com/?rco5q29mx7mm0m3

    Hopefully this will be an easy fix. If you can, notify me in a PM when you update the script with a fix.
    Thanks.



    Thanks, I'll get this fixed. Keep an eye out for the update this weekend. (sorry I have PM's disabled)


    ---

    JLowther said:
    Bug report:


    Plugin Name: YEP_FpsSynchOption


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


    Plugin Parameter Changes: None (everything is default)


    Bug Explanation: If the FPS Synch Option is set to "false", the game will not register any touch input when deployed to an iOS device (tested on an iPad2). If the synch option is set to "true", touchscreen functionality works as expected. Something about disabling FPS Synch is preventing RMMV from registering touchscreen input.


    Error Report: No error report.


    Exact Steps on How to Replicate Bug: Deploy the project to an iOS device using Cordova and Xcode. Note that the touchscreen functionality does not work.


    Create a Sample Project Reproducing the bug: https://1drv.ms/u/s!ArjMyzv6xiVxj70p09RnkxzhcVz37Q



    I'm afraid I can't provide much help here. FPS Synch is one of those plugins that should never have to been made as it's done primarily to correct the fluid timesteps implementation for the MV source code. My only suggestion to you is to simply not include this plugin when making your deployment for iOS.


    ---

    Marston said:
    @Yanfly I know one of your plugins changes health according to the percentage, but I am not completely sure which one it is. Was it the Menu Engine? Or the Core Engine? I would like to write a full bug report, because it's possible to reduce your health to 1 if you equip and unequip an item that gives a health boost. I guess the same is true for MP as well.



    This is not a bug. This is because MV doesn't support decimals for HP values, hence why it ends up like this.
  10. Bizarre and simple issue with Battle A.I. Core:


    I get an error screen when I use this in an enemy note tag:


    <AI Priority>


    def param = 1: SKILL 3, Highest MP


    </AI Priority>


    What is the problem? This is an insanely simple command. When I change "def" to "HP" there is no problem. When I use "def" or "ATK" or "mdf" or any of those params, the error comes up. This seems incredibly simple and I don't understand what the issue is. Any help would be greatly appreciated.


    Thanks.
  11. @jglag what is the error? kinda hard to help without knowing
    also, what are the chances a character will have exactly 1 def in your game?

    [EDIT] just noticed you put only one =, try putting three since it is javascript. No wonder it is giving an error, and I wonder why it is not when it is set to hp.
  12. Yanfly said:
    I'm afraid I can't provide much help here. FPS Synch is one of those plugins that should never have to been made as it's done primarily to correct the fluid timesteps implementation for the MV source code. My only suggestion to you is to simply not include this plugin when making your deployment for iOS.



    Understand, and thanks for replying. :)
  13. Got a question. I'm trying to use a different Side view sheet but once I put the battle engine plugin into the game, the sprites and animations all disappear . Its like there is something covering the camera, you know? What do I do?
  14. Not too sure if it's going to be a tips and trick post but it sounds really out-of-the-box for your Equip Skill Tiers plugin. Is it possible with Lunatic Mode code that a skill per tier can take up more than one slot?
  15. Yanfly can you make a level up plug? 


    Ii would allow me to edit more intricate factors to leveling.


    And also I would like to request a leveling up scene than allows the player to get points to spend on different things like skills and stats.


    If you would do that would be great!!!
  16. Not sure if this has been said or not but using the sideview battlers plugin using actors for enemies, editing the states.png file causes it to stop working. Just the actor side.  Enemies still retain their breathing effect.
  17. @Yanfly sorry for bothering you, but...


    I wanted to make a battler's element rate change during battle, but your element core only seemed to give them set values, and I found no Lunatic Mode commands... so hope you don't mind I made my own expansion to add one for setting element rate.


    Element Core expansion by me: Elemental Rate Code


    Sorry if it wasn't really needed. But I couldn't find a way to do it with only what you gave us on the core, so...
  18. 1st off, I want to say that like most others, i am very grateful of what you do for us and very much appreciate your time and dedication. I came across a bit of an annoying issue using the battle engine core plugin. 

    I have Harold set as using a self ATK buff called: Zeal


    The scope is set as "The User" so in battle, when the skill is activated, it immediately performs the action without the need to target myself. However, when using the battle engine plugin, after selecting the skill i must then select myself manually. Like, it causes an extra step that's not there when the plugin is not used.


    If the Battle Engine Core plugin is disabled, it works perfectly. When I turn the plugin back on, I have to perform that extra step after selecting the skill. This holds true with all skills that have the scope set as "The User".


    Click Here to download Project.
  19. @Yanfly:

    Found a bug that keeps animations on actors from being played in front-view mode when you combine YEP_RowFormation with YEP_BattleStatusWindow.

    I tracked it down to line 1588 in YEP_RowFormation. This line:


          return Yanfly.Row.Sprite_Actor_setActorHome.call(this);


    Should read


    return Yanfly.Row.Sprite_Actor_setActorHome.call(this, index);


    Otherwise, index is undefined in Sprite_Actor.prototype.setActorHome in YEP_BattleStatusWindow. This passes undefined to Sprite_Actor.prototype.setActorHomeFrontView in YEP_BattleStatusWindow, which causes a division by undefined that sets HomeX to be NaN, which prevents animations and damage pop-ups from being played on actors.

    I can put together a full bug report with an example project if you'd like, but I'm sure this is sufficient for you to understand and fix the problem. It's probably not a huge deal; it looks like you just mistyped it.  Let me know if you want me to jump through the hoops to get the project set up.
  20. I'd like to report a bug with the Visual Status Effects plugin.


    The "Enemy State Icons" setting has no effect. Instead, the "Actor State Icons" setting affects both actor and enemy state icons and determines whether or not they appear. So with "Actor State Icons" set to "true" and "Enemy State Icons" set to "false", state icons will still appear over the enemies. Conversely, setting "Actor State Icons" to "false" and "Enemy State Icons" to "true" will result in no icons appearing over the enemies.


    I looked through YEP_X_VisualStateFX.js and believe I located the source of the bug on line 164:


    Yanfly.Param.VSFXEnemyIcons = eval(Yanfly.Param.VSFXActorIcons);


    I suspect this should be:


    Yanfly.Param.VSFXEnemyIcons = eval(Yanfly.Param.VSFXEnemyIcons);


    Sample project, although it seems a bit overkill for this bug.