[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 301 of 309 View original ↗
  1. @Yanfly

    Unsure whether this is a bug issue or not, but I encountered a problem based on the STB (Standard Turn Battle) system you made. The system does not acknowledge the battle events under the troop tab effectively like it should to dtb. It'll acknowledge a tab, depending on the conditions. For mine, it was checking the enemies HP % whether conditions are met or not. There's four tabs, each one label 75%, 50%, 10%, and 0%. Only tab 75% is acknowledged, whereas thee others are ignored. Not sure if this situation has been reported, if not it's something new.
    I checked to ensure all plugins are up to date and tested dtb to ensure this issue didn't just effect stb. It only effects stb.
  2. Plugin Name: YEP_BattleSysSTB

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

    Plugin Parameter Changes:
    Just changed the graphic of the enemy icon

    Bug Explanation:
    https://forums.rpgmakerweb.com/index.php?threads/issue-with-battle-event.80477/

    Exact Steps on How to Replicate Bugs: The issue is, when the enemy dies, I wanted more enemies to spawn in a way where it basically split from the boss.

    I have it set to after the end of the battle, four more enemies pop up cause the slime split into four.

    I set the skill for the enemy to actually die and have a collapse animation, however after killing the four slimes the game treats it as if the battle is not over yet.

    The setup action I use.

    <setup action>
    collapse: user
    </setup action>


    After the battle
    6r23uv.png

    The event setup
    2uo4aza.png

    Could anyone assist me, please?

    I also test it without STB and it works perfectly without it.
  3. I am wondering if this is a plugin problem. Tested only yanflys core, battle core, and battlestb on a different file. Made a enemy troop with 3 tabs, along with stb active. The three tabs were acknowledged.

    Give me a sec to upload it.

    Edit: Won't let me upload .-.
  4. Aurawhisperer said:
    I am wondering if this is a plugin problem. Tested only yanflys core, battle core, and battlestb on a different file. Made a enemy troop with 3 tabs, along with stb active. The three tabs were acknowledged.

    Give me a sec to upload it.

    Edit: Won't let me upload .-.
    we seem to have the same issue, so I'll just upload mine.
  5. upload_2017-6-28_14-27-18.png

    upload_2017-6-28_14-27-44.png

    upload_2017-6-28_14-27-57.png

    This is my plugin list
  6. Waterguy said:
    Sorry, I was sure Yanfly had added it to the first post...
    https://forums.rpgmakerweb.com/inde...b-plugin-count-130.48860/page-232#post-626087
    Linking me specifically to page 232 was actually a big help. It's a shame that the program itself doesn't have much in the way of support for tick programming. Hopefully the next RPG Maker can do that. I know that has little bearing in relevance to Yanfly, I'm just saying, maybe Enterbrain/Kadokawa could notice how their product is being used and make one that's even easier to use.
  7. Probably was already asked but.
    I have installed the Grid-free Doodas, placed the .json file and the doodas folder into img but f10 still won't open the "console"
    other fx function works like full screen ecc
  8. @Aurawhisperer Check the Opening Post - Yanfly is very explicit that unless a bug report is done in a specific way, then it will be ignored. You need to redo your report so that it fits with requirements.
  9. Plugin Name: YEP_SaveEventLocations
    Plugin Parameter Changes: None
    Are you a coder: Nope

    Bug Explanation: Hello i fund a compatibly bug between YEP_MoveRouteCore and YEP_SaveEventLocations. when you hate <Save Event Locations> notetag on the map, you cant use the TELEPORT: x, y Script in an Event.

    Link to the Project
  10. Plugin Name: YEP_BattleSysSTB

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

    Plugin Parameter Changes:
    Acknowledging Battle Event tabs whenever HP is true to %

    Bug Explanation:
    Only acknowledges tab one, and ignores the other. Tested just the Main Core, Battle Core, and STB plugin on a different file with similar situation, and encounter no issue. This is happening only in my main project.

    Exact Steps on How to Replicate Bugs: Whenever the enemy boss hits a certain % of HP, it suppose to react in each tab. Such as 75%, he releases Darkaga. 50%, he summons the undead girl. 10%, he unleashes three darks. 0%, he dramatically screams and dies.

    I don't have a sample project, but I do have a screenshot of my boss event. I'll post four of them.

    upload_2017-6-29_12-47-40.pngupload_2017-6-29_12-47-54.pngupload_2017-6-29_12-48-7.pngupload_2017-6-29_12-48-17.png

    Been having this problem for going on a week, and can't seem to figure out why it's doing this.

    Edit: Here's the stb test I was talking about: https://www.dropbox.com/home?preview=StbIssue.zip
  11. Aurawhisperer said:
    Plugin Name: YEP_BattleSysSTB

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

    Plugin Parameter Changes:
    Acknowledging Battle Event tabs whenever HP is true to %

    Bug Explanation:
    Only acknowledges tab one, and ignores the other. Tested just the Main Core, Battle Core, and STB plugin on a different file with similar situation, and encounter no issue. This is happening only in my main project.

    Exact Steps on How to Replicate Bugs: Whenever the enemy boss hits a certain % of HP, it suppose to react in each tab. Such as 75%, he releases Darkaga. 50%, he summons the undead girl. 10%, he unleashes three darks. 0%, he dramatically screams and dies.

    I don't have a sample project, but I do have a screenshot of my boss event. I'll post four of them.

    View attachment 67518View attachment 67519View attachment 67520View attachment 67521

    Been having this problem for going on a week, and can't seem to figure out why it's doing this.

    Edit: Here's the stb test I was talking about: https://www.dropbox.com/home?preview=StbIssue.zip

    Hey there, I've had the same issue in the past. I read somewhere that it was due to some incompatibility with certain yanfly plugins and the force action command. When I would remove the force action the troop events would work properly. Maybe try removing the forced actions you have in the troop events and see if the pages run properly. I just ended up not using forced actions in battle events as my fix.:smile:
  12. Jeremiah Eastman said:
    Hey there, I've had the same issue in the past. I read somewhere that it was due to some incompatibility with certain yanfly plugins and the force action command. When I would remove the force action the troop events would work properly. Maybe try removing the forced actions you have in the troop events and see if the pages run properly. I just ended up not using forced actions in battle events as my fix.:smile:

    Well crap. That was the point then. To use it x.x
    Is it due to the fact it's turn by turn and not all at once like the default?
  13. Aurawhisperer said:
    Well crap. That was the point then. To use it x.x
    Is it due to the fact it's turn by turn and not all at once like the default?
    I'm not sure but for me I had only 1 instance of a forced action in a set of troop pages when I encountered the issue. I had spent a whole day trying to find a way around the problem with no luck other than removing the forced action. I am pretty sure I did try a single page with the forced action but can't be sure. There may be some other way around the issue but I wasn't able to find it. For me it wasn't as important in my battle as it looks like it is for you so I just decided to do without but maybe someone in the community has found a way to make it work. Sorry I can't be more helpful on this one.
  14. Jeremiah Eastman said:
    I'm not sure but for me I had only 1 instance of a forced action in a set of troop pages when I encountered the issue. I had spent a whole day trying to find a way around the problem with no luck other than removing the forced action. I am pretty sure I did try a single page with the forced action but can't be sure. There may be some other way around the issue but I wasn't able to find it. For me it wasn't as important in my battle as it looks like it is for you so I just decided to do without but maybe someone in the community has found a way to make it work. Sorry I can't be more helpful on this one.

    Na don't be. Thank you for the heads up. That means I won't be able to use even the STB system unfortunately. My game is suppose to be diverse
  15. Plugin Name: YEP_X_SelectionControl

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

    Plugin Parameter Changes: None

    Bug Explanation: If for any reason Attack can't have any selectable target, the whole actor gets disabled: Attack, Guard, all Skills, and no items are available to use, locking the game on the actor. Other YEP plugins can mitigate the damage, but it is still there.
    There are also other lesser problems with the same source, but this is the one I saw first.

    Are you a coder who understands the problem in code as to why this bug is caused? In the SelectionControlCache functions, both getSelectionControlCache and setSelectionControlCache, it is set so var id = item. It should instead be var id = item.id
    My Fix: https://www.dropbox.com/s/qk2ey3jshbplnt6/YR_YEP_SC_Fix.js?dl=0
  16. Nevermind this post: the bug was actually a plugin conflict.
  17. Plugin Name: YEP_GridFreeDoodads

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

    Plugin Parameter Changes: None

    Bug Explanation: With GFD turned on, opening the menu will not load the actor face on the first try. Opening closing and then re-opening will. Or simply opening a sub-menu once its loaded the first time. Turning off Doodads removes the issue completely. This happens with or without the doodads extension plugin. To re-create in uploaded project simply start the game, Open the Menu (notice no character face), close menu and reopen and character face has reappeared.

    Are you a coder who understands the problem in code as to why this bug is caused? Nope sorry.

    But there is a fix posted on the next page by @Squack Spencer
    https://forums.rpgmakerweb.com/inde...b-plugin-count-130.48860/page-302#post-751513

    Project Link (Total Size 20mb): https://www.dropbox.com/sh/hdnbzyfli3waqev/AADZ7nSugYAtPoUUvgAwGj4va?dl=0
  18. Plugin Name: YEP.88 – Picture Common Events ver. 1.05


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

    Plugin Parameter Changes: None

    Bug Explanation: Got everything set up but when I use the MovePlayer Down, Up, Left, Or Right Command, noting happens, Tried the TriggerButton Left, Up, ect.. as well. Nothing happens. Updated RMMV to 1.5.0 All other Commands work expect moving the player.

    Are you a coder who understands the problem in code as to why this bug is caused? No
  19. MikeRPG33 said:
    Plugin Name: YEP.88 – Picture Common Events ver. 1.05


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

    Plugin Parameter Changes: None

    Bug Explanation: Got everything set up but when I use the MovePlayer Down, Up, Left, Or Right Command, noting happens, Tried the TriggerButton Left, Up, ect.. as well. Nothing happens. Updated RMMV to 1.5.0 All other Commands work expect moving the player.

    Are you a coder who understands the problem in code as to why this bug is caused? No

    OK solved it, for those who are using soulpour777's limited sight plugin, you must place it above all of yanfly's plugins. So place it on first line.
  20. YanFly, the update to RMMV 1.5 gave me a few bugs with two plugins, but since I know a little bit about Javascript I kinda "fixed" them on my own.

    It's not a bug report per se, more like a... warning for potential issues. Which is why i'm marking the issues and how I solved them as spoilers, as to not pollute excessively the forums, and better organize my post.

    A piece of code in the GridFreeDoodads, between lines 394 and 424, was causing me a few issues related to image caching:
    Spoiler
    The main menu faces were not loading properly, unless I closed the menu and opened it again.

    I switched off all plugins and started turning them on one by one, until I found out GridFree was causing the issue.

    I had another plugin I made where I stumbled upon caching issues, and, assuming it was the same, i searched something related to image loading.

    I found out the mentioned code, and realized two changes that seemed to fix my problems:

    I changed the condition at line 392 to:
    Code:
    if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= '1.3.0' && Utils.RPGMAKER_VERSION < '1.5.0') {
    ...and the one at line 409 to:
    Code:
    } else if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION < '1.3.0') { // Version 1.2.0 and Under
    ...effectively switching off the custom code for handling the "isReady" function of the ImageManager.

    You might wish to take a look on this, as 1.5 apparently changed how the images are cached.

    And, now that we have the 1.5's Community_Basic plugin, the resolution changing piece of code in CoreEngine is a bit "redundant". I mean, for compatibility sake, the option to do so should remain there, but...
    Spoiler
    ... it was causing me issues with aspect ratio. I use a Internal Resolution of 768x432 and, after 1.5, a window resolution of 1280x720, and CoreEngine was causing me black bars, no matter if I left it on default or changed its parameters to match the aspect ratio.

    I'd appreciate it if there was a parameter of sorts to manipulate this behaviour (or maybe ignore changes to resolution if the parameters are blank).

    On my end, I simply commented the lines 987~990 and 1002~1007, effectively voiding the changes to resolution via CoreEngine, and using the Community_Basic plugin. Everything's working as expected.

    I thought I should report these issues to you, even if they're not exactly bug reports, and I don't even know if you'll have the time to test them. My problems are, for the most part, solved, but I think it's worth taking a look on these things.

    Thank you for your amazing work and for your comprehension!