[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 303 of 309 View original ↗
  1. Aralanba said:
    Uncaught ReferenceError: no is not defined
    /D:/tools/RPG.Maker.VX.Ace.1.0.1.2.Final.DC.21.10.2013/MC/Kurtulu%C5%9F/js/plugins/YEP_X_MoreStatusPages.js:280 ================================================================
    YEP_X_MoreStatusPages requires YEP_StatusMenuCore to be at the latest version to run properly.

    Please go to www.yanfly.moe and update to the latest version for the YEP_StatusMenuCore plugin.
    ================================================================
    ?????????? help
    You need YEP_StatusMenuCore above it in the plugin list for it to work.
  2. Hello!

    Does anyone know if it's a bug or intended behaviour that enemies only attack once per turn in STB battle system even if the skill has <Instant> tag on it?
  3. desukarhu said:
    Hello!

    Does anyone know if it's a bug or intended behaviour that enemies only attack once per turn in STB battle system even if the skill has <Instant> tag on it?

    Not sure if Instant is not meant to work, but at the moment the Action Times+ parameter is also not working. It says in the plugin description that everyone is only supposed to get one action per turn, but no one besides Yanfly is sure whether that's referring to the interactions between the turn order and Agility or all parameters, including Instant and Action Times+.

    Hopefully Yanfly says something about it soon as people have been reporting problems with STB for weeks, but apparently he's having IRL issues right now so it might be awhile
  4. jkweath said:
    Not sure if Instant is not meant to work
    Alright, well I can make a demo if this is deemed as a bug. To me it seems like a bug as the <Instant> tag still works when the players party uses the skill (able to use it multiple times without ending turn), but for the enemy it ends the turn.
  5. YanFly, once again, not exactly a Bug, but something I needed to make a workaround and I'd be glad if this was a parameter.

    This time, with the YEP_VictoryAftermath plugin: Once a character levels up, the gauge won't loop around and keep showing the progress for the next level. I get that this is the desired effect for some, which is why I suggested it to be implemented as a parameter.

    So, here's how I've fixed it:

    Spoiler
    I've changed line 629, to:
    Code:
    return (1.0 * nowExp / nextExp); //.clamp(0.0, 1.0);
    This way, I can utilize the extra range in the rate.

    Then, at line 642, I've made the code as:
    Code:
    this.drawGauge(rect.x, wy, rect.width, (rate % 1), color1, color2);
    Since the gauge is only gonna read an interval between 0 and 1, I'm just grabbing the value after the decimal separator and filling it as the percentage of the filled gauge.

    Keep in mind, I'm NOT changing the condition @634, as I want the gauge to change color when I level up, regardless of percentage.

    Then I'm changing the whole condition between lines 610 and 614 to that:
    Code:
    var rate = this.actorExpRate(actor);
    rate -= rate % 1;
    var text = Yanfly.Util.toGroup(actor._preVictoryLv + rate);
    This is the opposite: now I don't want what's after the decimal separator, and I'll add what's before it to the level the player had before victory. As the rate increases, it'll display the adequate level, instead of simply jumping to the final one. Keep in mind, I'm not really sure if the plugin wouldn't already do this, but I decided to tweak it anyway.

    Like I said, this is a very minor thing, borders the "personal request"... Or it would had I not already "solved" it. But, anyway, thought you'd like to take a look at these.
  6. Hi!
    In the "Actor Party Switch" plugin, all my actors have the 'switch' option in battle EXCEPT the one actor I want to use it! For him, it's greyed out! lol. Does anyone know what would cause the 'switch' button to be disabled? I feel insane!
  7. Did you set the parameter in the party plugin for the first actor to be locked to true?
    Then you can't switch him out until it is set to false.

    I'm not sure but it might even be set to true by default.
  8. Gonor said:
    Did you set the parameter in the party plugin for the first actor to be locked to true?
    Then you can't switch him out until it is set to false.
    I'm not sure but it might even be set to true by default.


    You're probably right- I need that guy to be locked though so that he can switch out other characters when they get knocked out (a la pokemon style). I think I found a workaround where I just allow the "fight/flee" menu to come up first- with this plugin, the 'switch' menu can be found there too. Thanks for the help!
  9. Hello!

    I have a problem with the YEP_Save_Core. This in itself works very well! However, when I use the following ScriptCall:

    DataManager.saveGame (1);

    Is not saved correctly or all memory locations are deleted.
    If I want to load the memory generated by the call comes:

    TYPE ERROR - Can not read property 'nam' of null

    Problem was here: js/plugins/YEP_SaveCore.js:1132)

    Can someone help me or Yanfly?

    Greetings from Koyote
  10. Kojote said:
    Hello!

    I have a problem with the YEP_Save_Core. This in itself works very well! However, when I use the following ScriptCall:

    DataManager.saveGame (1);

    Is not saved correctly or all memory locations are deleted.
    If I want to load the memory generated by the call comes:

    TYPE ERROR - Can not read property 'nam' of null

    Problem was here: js/plugins/YEP_SaveCore.js:1132)

    Can someone help me or Yanfly?

    Greetings from Koyote

    That's weird.... Do me a favor: Try Calling as the following:

    Code:
    console.log(DataManager.saveGame(this.savefileId()))

    Then, check if the last string in the Console (press F8 > Click "Console") is "True" or "False". If it's false, perhaps your code is crashing because it's failing to save.
  11. I don't know if this has happened to anybody else, but there's a bug in YEP_X_SelectionControl in which when I am targeting my allies, when trying to select an ally to heal as any character besides the one in the first slot, when moving the cursor down, it jumps from the 2nd character to the last character and then goes to my 3rd character and when it's the one in the 2nd slot, it first selects the second character before going to the normal order, essentially goes 2-1-3-4. I know this is small but honestly it's annoying. I have all my settings for the plugin in the default settings. If anybody knows the answer to fix this, please help. Thanks.
  12. TacoButters said:
    I don't know if this has happened to anybody else, but there's a bug in YEP_X_SelectionControl in which when I am targeting my allies, when trying to select an ally to heal as any character besides the one in the first slot, when moving the cursor down, it jumps from the 2nd character to the last character and then goes to my 3rd character and when it's the one in the 2nd slot, it first selects the second character before going to the normal order, essentially goes 2-1-3-4. I know this is small but honestly it's annoying. I have all my settings for the plugin in the default settings. If anybody knows the answer to fix this, please help. Thanks.
    It may also be another plugin. In my game, I use RowsFormation, the selection goes not by the order in the status box, but by the order on the screen.
    Does it also do this when Selection Control is turned off?
  13. Waterguy said:
    It may also be another plugin. In my game, I use RowsFormation, the selection goes not by the order in the status box, but by the order on the screen.
    Does it also do this when Selection Control is turned off?
    I turned off all my other non-Yanfly plugins and it still had the same bug and when I turned SelectionControl off, it worked normally so I deduced that it was SelectionControl.
  14. wait, do you mean "still had" or "stopped having" when you turned it off?? it sounded like you meant the second but said the first.

    Isn't there an option in the plugin for this?
  15. Waterguy said:
    wait, do you mean "still had" or "stopped having" when you turned it off?? it sounded like you meant the second but said the first.

    Isn't there an option in the plugin for this?
    Still had bug when i turned off the other non-yanfly plugins but when I turned off only SelectionControl, stopped having the bug. And I checked all the options in the plugin and they didn't work.
  16. I'm pretty sure I found a bug with the new STB battle system and using forced actions. When I set up a forced action, it works flawlessly. Then I add the STB battle system and the forced action can only occur one time. It just won't occur again even when it is called. I tested this in a clean project file.

    Here the link to my clean project file where you can see the bug: https://www.dropbox.com/s/7mgt9rmon1x2qc8/Game.zip?dl=0

    Get into the battle and I have a passive state set up which causes a forced action to occur at the end of every turn. It will only happen once. The forced action is the skill Fire. As a "sanity check" i have a pop up alert window happen to show that the "turn end" code is in fact being run.

    If this bug could be addressed I will be very happy!

    PS hopefully I archived the project correctly and linked it correctly... :S
  17. CrappyName said:
    I'm pretty sure I found a bug with the new STB battle system and using forced actions. When I set up a forced action, it works flawlessly. Then I add the STB battle system and the forced action can only occur one time. It just won't occur again even when it is called. I tested this in a clean project file.

    Here the link to my clean project file where you can see the bug: https://www.dropbox.com/s/7mgt9rmon1x2qc8/Game.zip?dl=0

    Get into the battle and I have a passive state set up which causes a forced action to occur at the end of every turn. It will only happen once. The forced action is the skill Fire. As a "sanity check" i have a pop up alert window happen to show that the "turn end" code is in fact being run.

    If this bug could be addressed I will be very happy!

    PS hopefully I archived the project correctly and linked it correctly... :S

    This has been reported several times. Yanfly's been working on fixing this for a while but it seems to be some bigger issue.
  18. @Squack Spencer , I also had that same problem with Grid-Free Doodads. :kaodes:
    On a new project with GFD as the only plugin:
    1. Name Input Processing shows a blank face. When a letter is clicked, it returns to normal.
    2. Menu shows a blank face. When you select a command or exit the menu, it returns to normal. Opening the menu will give you a blank face again.
    3. Transfer Events lag and show traces of event sprites.
    Luckily, your "fix" saved my day. XD Thanks~! :kaojoy:
  19. Hello, is it possible to make compatible "Instant Cast" and "STB" for enemies?