[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 306 of 309 View original ↗
  1. @Hiso I have edited your post to remove the bold and huge font size - it comes across (no doubt inadvertently) as shouting.
  2. Since people seem to forget about it a lot now, I'm pushing this here.

    Yanfly said:
    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.)

    Are you a coder who understands the problem in code as to why this bug is caused? If so, please leave the line(s) of code in question and your suggested fix for it. Otherwise, please proceed to the following steps. If you've provided a code fix, you may omit the rest of the steps. Thank you!

    Create a Sample Project Reproducing the bug: The sample project MUST follow all of these guidelines:
    1. 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.
    2. 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.
    3. 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.
    4. 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.
    5. 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.
    6. 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):
    1. Use WinZip or WinRAR to archive the project. Do -NOT- archive it multiple times.
    2. 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.
    3. 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:
    1. 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.
    2. 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.
    3. 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 game
    • 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


    HOW TO INSTALL PLUGINS
    Video tutorial here.

    And below are the plugins I've made. I strongly recommend that you place these plugins in the following order if you plan on using them. The plugins here will link to the individual posts on this thread for more detail.
  3. Plugin Name: Animated Sideview Enemies
    Plugin Parameter Changes: N/A

    Bug Explanation: If a fully animated sideview battler (NOT static enemies with Breathing/Floating notetags) has the tag <Sideview Collapse>, dies, and is revived by another enemy, the battler appears as a ghostly silhouette rather than as normal.

    Sample Project Link

    Exact Steps on How to Replicate Bug:
    1. Ensure that the notetags are set correctly (already done in sample project).
    2. Get into battle with a troop that includes an enemy with a revival skill and an animated sideview enemy.
    3. Kill the animated sideview enemy.
    4. Wait for the other enemy to revive the animated sideview enemy.
  4. Yanfly- Dramatic Entry (Sorry for my bad english but please understand my text)
    When battle start, my main character and enemy are doing dramatic entry movements but later:


    TypeError: Cannot read property 'push' of undefined
    at Function.BattleManager.endSTBAction (/D:/tools/RPG.Maker.VX.Ace.1.0.1.2.Final.DC.21.10.2013/MC/Yeni%20%C3%87a%C4%9F/js/plugins/YEP_X_BattleSysSTB.js:342)
    at Function.BattleManager.endAction (/D:/tools/RPG.Maker.VX.Ace.1.0.1.2.Final.DC.21.10.2013/MC/Yeni%20%C3%87a%C4%9F/js/plugins/YEP_X_BattleSysSTB.js:333)
    at Function.BattleManager.updatePhase (/D:/tools/RPG.Maker.VX.Ace.1.0.1.2.Final.DC.21.10.2013/MC/Yeni%20%C3%87a%C4%9F/js/plugins/YEP_BattleEngineCore.js:1912)
    at Function.BattleManager.update (/D:/tools/RPG.Maker.VX.Ace.1.0.1.2.Final.DC.21.10.2013/MC/Yeni%20%C3%87a%C4%9F/js/plugins/YEP_BattleEngineCore.js:1682)
    at Scene_Battle.updateBattleProcess (rpg_scenes.js:2265)
    at Scene_Battle.update (rpg_scenes.js:2257)
    at Scene_Battle.update (/D:/tools/RPG.Maker.VX.Ace.1.0.1.2.Final.DC.21.10.2013/MC/Yeni%20%C3%87a%C4%9F/js/plugins/YEP_BattleEngineCore.js:4308)
    at Scene_Battle.update (/D:/tools/RPG.Maker.VX.Ace.1.0.1.2.Final.DC.21.10.2013/MC/Yeni%20%C3%87a%C4%9F/js/plugins/YEP_VictoryAftermath.js:824)
    at Function.SceneManager.updateScene (rpg_managers.js:2024)
    at Function.SceneManager.updateMain (/D:/tools/RPG.Maker.VX.Ace.1.0.1.2.Final.DC.21.10.2013/MC/Yeni%20%C3%87a%C4%9F/js/plugins/SRD_SuperToolsEngine.js:391)
    please help :(
  5. [YEP_X_AttachAugments] + [YEP_ItemCore] issue

    ------------


    Hi Yanfly & team,

    First of all, thanks for all the amazing plugins you guys make, it's awesome to see so many new features with tutorials, step by step guides, keep it up!

    ------

    I just found an issue with the YEP_X_AttachAugments script (everything is up to date, I created a new empty project, no other plugins, only these 3):

    YEP_CoreEngine 1.24 + YEP_ItemCore 1.27 + YEP_X_AttachAugments 1.09

    Screen+Shot+2017-08-08+at+20.23.43.png

    So the issue is a compatibility issue between YEP_X_AttachAugments and YEP_ItemCore. If I leave all the default options in the YEP_ItemCore script, everything is working fine, I have my custom slots in my weapons / armors and I can set everything.

    Screen+Shot+2017-08-08+at+20.19.07.png

    Screen+Shot+2017-08-08+at+20.19.25.png


    But if I set the Max Weapons and/or Max Armors variables (from YEP_ItemCore) to 0, the augments don't show up anymore.

    Some precisions: If I set these variables to 0, so when I have a weapon already equipped, it doesn't show up in the "Items" menu (weird but regular behaviour). But even if I unequip the weapon, I can see it in "Items" menu, but the augments custom menu doesn't show up anymore.

    Screen+Shot+2017-08-08+at+20.18.56.png

    Screen+Shot+2017-08-08+at+20.18.40.png

    I hope my post has not been answered already and everything is clear for you guys, let me know if you need more informations, I didn't upload the test project because it's only a new empty project with these 3 plugins. All the screenshots are from this new empty project.

    Thanks for everything,

    Cheers,
  6. Hi, I'm having an issue with BattleEngineCore.
    I created a self focus cast but when I test it, the help window should say who the skill will target, but here, the window says "User" whereas if I make this spell castable on any other target, it says the name "Orc" for example.
    I tried to go on the script to change "User" by "Actor" it didn't change anything can you tell me how to fix it ?
  7. Plugin Name: Visual State Effects + Target Core
    Plugin Parameters Changed: N/A

    Bug Explanation: When both these plugins are installed and a skill with 1. the notetag <Target: Everybody> and 2. an animation that is set to "Screen" is used, the skill's animation is mirrored and duplicated (that is, there's two battle animations playing each time the skill is used, both mirrors of each other).

    Sample Project Link

    How to Exactly Replicate the Bug
    1. Ensure the notetags are set correctly (already done in sample project).
    2. Get into a battle.
    2. Use Harold's Spark Skill (set to use the "Darkness 1 All" animation rather than its default animation; it's easier to see the bug that way).
  8. Excuse me.
    I'm just testing out the Skill Learn plugin alongside the Equip Battle Skills one.
    In my game, some actors have access to psychic powers which can only be learned from the Skill Learn plugin and must
    be equipped before they can be used.

    During my testing, after learning a few skills, they end up immediately equipped to one of my actors.
    After I remove them, I find them completely missing from the Equip Skill list - I can't equip them again.

    Perhaps I'm not the first one to have this problem but I just don't have the patience to search through hundreds of pages
    here to find the solution. My apologies.

    Thank you.
  9. Hello, I've noticed some error while I was trying to make an Upgrading system through the Item synthesis with the item attach augments.

    "I have as well some trouble between YEP_StopMapMovement & Mog's Time system which is REALLY annoying (maybe with some chance you will look into it)"


    Plugin Name: YEP_CoreEngine, YEP_ItemCore, YEP_ItemSynthesis, YEP_X_AttachAugments.

    Plugin Parameter Changes: YEP_CoreEngine: - Screen Width -> 1024
    - Screen Height -> 768
    - Gold Icon -> 832
    - Items Default max -> 150

    YEP_X_AttachAugements: - Weapon Slots -> Glyph, Magic Orb
    -Armor Slots -> "removed"

    YEP_ItemSynthesis: - Synthesis Command -> Crafting
    - Item Command -> Magic
    - Weapon Command -> Upgrade
    - Armor Command -> "removed"
    - Crafted items -> Crafted magic
    - Crafted weapons -> Upgraded Weapons
    - Equipped Recipes -> true (Does not work until I get another recipe or unequip the weapon)


    Bug Explanation: Using a weapon as recipes and the same weapon required for the recipes does not work until I set this weapon as an Independent item but if I do so I can't anymore attach augment onto the weapon. So now when I'm "upgrading a weapon" It shows the required item only not the weapon and then craft it, Once the craft is done I receive into my inventory the previous weapon which was supposed to be used in the recipe and the new one, (which cause a problem since the player will be able to create an infinite amount of the same upgrade and the inventory will be flooded)

    Sample Project Reproducing the bug: https://www.dropbox.com/s/12pywbzd27914h7/SImple project error.rar?dl=0
  10. I know I'm not allowed to make requests but since the request thread is down,
    I really want to get this across.

    When adding <Equip State: +x> tags to skills (Equip Battle Skills), can you affect Ex- and Sp- parameters (Such as Hit rate and Evasion)?
    If not, I would appreciate if that capacity were added in a future update.

    Thanks.
  11. Hope this isn't the wrong place for this to go, but I have a (pretty small) question...

    If an actor can dual-wield and has two weapons equipped, is there a way to indicate which weapon is shown during a "motion x: user" Action Sequence? For example, if a character has both a sword and a bow equipped, it defaults to showing whichever is in the first slot--which looks really weird using "missile" with a sword or "swing" with a bow. Is there a way to change that or am I just kinda stuck here? Thanks! :)
  12. Bug Report
    Plugin Name: YEP_EnhancedTP (v1.06)
    Issue: Learn Unlock TP Mode has 2 bugs.

    1. There is a variable typo in Game_Actor.prototype.learnSkill. This prevents skills from ever enabling any TP Modes.

    2 There is a load order issue. learnSkill can be triggered by the MV Engine before you call initTpMode. initTpMode resets all values and deletes any TP Modes unlocked via skills on New Game or Load Game.

    I have patched these issues in my local copy and so far it works for my use case (using YEP_SkillLearnSystem to buy TP modes). That said my work patches the symptoms and does not fix the load issue. Here the gist of the issues:

    PS. Your code is so easy to work with! Clean and well thought out. I almost, almost, had fun debugging it.
  13. Plugin Name: YEP_ItemCore

    Freshly downloaded, no parameter changes.

    Bug Explanation: Missing initial equipment. In the sample project, Actor 1 starts the game with a weapon but no armor, despite having armor specified in the editor.

    Exact Steps on How to Replicate Bug: Open the editor and see that Actor 1 is supposed to receive Medium Armor. Start game, check Equip and see that he doesn't have any armor.

    Did you recreate the bug on the sample project? Yes.


    Upload the sample project and share the link (ABSOLUTELY REQUIRED): http://www.mediafire.com/file/ewcsad93116ajqs/ItemCoreBug.zip
  14. Hello! A quick question about Smart Jump plugin. Is it possible to somehow make it work automatically on every map if the requirements are met? Like "jump over 1 block literally anywhere if its possible"? Placing events in each spot where I can jump and writing this script is obnoxious and no different than eventing...
  15. Black Noise said:
    Excuse me.
    I'm just testing out the Skill Learn plugin alongside the Equip Battle Skills one.

    During my testing, after learning a few skills, they end up immediately equipped to one of my actors.
    After I remove them, I find them completely missing from the Equip Skill list - I can't equip them again.

    Perhaps I'm not the first one to have this problem but I just don't have the patience to search through hundreds of pages
    here to find the solution. My apologies.

    Thank you.

    Hello. Does anyone have a solution to this problem I am having with the Skill Learn plugin?
  16. Hi, im having a problem using YEP.44 animated sideview enemies plugin, im testing it on the Slime yanfly provided, but i can only change its attack animation AND ONLY if the "attack" animation is literally the 1st skill in the skill page, if i make a copy of "attack" and save it on another spot, he changes animation. and i cant make the slime do anything but that same animation. idk what im doing wrong.
  17. @Chapo Since this happened to me too, my belief is that Attachable Augments requires independent weapons/armors. So when you set Max Weapons or Max Armors = 0 in ItemCore's parameters, this means no independent weapons or armors, and this is why the augment system won't work with that setting. Someone can correct me if I'm wrong.
  18. Plug-in Name:
    YEP_X_ExtDoT

    Plug-in Parameter Changes:
    N/A

    -Downloaded from http://yanfly.moe/2017/04/07/yep-131-extended-damage-over-time-rpg-maker-mv/

    Bug Explanation:
    An error pops up only in the map when the actor receives damage while in the poison state, because of the notetag "<DoT Formula: 50>".
    The console error comes up saying below:
    --------------------------------------------
    CUSTOM DOT 4 CODE ERROR

    value = Math.max(0, 50);
    healing = false;

    TypeError: undefined is not a function
    --------------------------------------------
    This issue isn't present when engaging in battle, but it only occurs when you are in the map. Each time you receive damage from the state while on the map, the console log will come up. I have not messed with any of the coding in the YEP_X_ExtDoT plug-in.

    There is the exact line "healing = false;" provided in the plug-in I have downloaded.

    Capture5.PNG

    How to Exactly Replicate the Bug:
    -Check the DoT notetag in the Poison state's note. (It is already included in the sample project.)
    -Start the game and move around the map, until a flash appears indicating damage has been given.
    -Random encounters are enabled. (This is only added as proof that the issue only occurs in the map when you move around, not in battle.)

    Did you recreate the bug on the sample project?
    Yes.

    Upload the sample project and share the link (ABSOLUTELY REQUIRED):
    https://mega.nz/#!5J5ByLQY!k7qJe0mu36Dm9044ST7xxrdULhhyuXIL5ro4v0qMYiQ
  19. Plugin: DragonBones Integration

    You may want to add a note on your plugin description that it only works for DragonBones JSON export dataversion 4.0. For 4.5 and 5.0, the debug mode says armature not found.
  20. EDIT:

    I fixed the issue with Yanfly's Difficlulty Slider plugin if anyone wants to get rid of the crash it causes when pressing right on an options screen. There was a period missing from a line of code that was causing the crash. If anyone using the plugin wants to fix the crash I'll post the code that needs to be changed in the difficulty slider plugin.

    Open up the plugin and search for:

    Yanfly.DSlider.Window_Options_cursorRight =
    Window_Options.prototype.cursorRight;
    Window_Options.prototype.cursorRight = function(wrap) {
    var index = this.index();
    var symbol = this.commandSymbol(index);
    if (symbol === 'difficultySlider') {
    var value = this.getConfigValue(symbol);
    value += Yanfly.Param.DSliderChange;
    value = value.clamp(Yanfly.Param.DSliderMinDif,
    Yanfly.Param.DSliderMaxDif);
    this.changeValue(symbol, value);
    } else {
    Yanfly.DSlider.Window_Options_cursorRight.call(this, wrap);
    }
    };

    Paste this code over the existing code and it will stop the crash from happening.