[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 65 of 309 View original ↗
  1. Hey Yanfly, I'm still trying to get the hang on Plugins and everything, and I'm getting a weird error that looks like this:

    eb3gYIr.png

    And if it helps, these are my plugins:

    LbwrY1H.png

    And the Debug text:

    sCOwhF7.png

    I've updated all the plugins, deleted old saved files and restarted a new game, and I added note tags just in case I needed them on all enemies, but that didn't seem to work either. Not sure what I did wrong, and any help would be immensely appreciated! ♥
  2. @AnjelFeather: I was getting that error a week or so ago as well, and as weird as it sounds, this is what I did to fix it:

    1. Change the sprite of whatever enemy you're using.
    2. Re-Position the enemy sprite in the troop test box (if it's too high, go lower and visa versa)
    3. Save Game.
    4. Troop Test-play.
    5. Change the sprite back to whatever it was originally.
    6. Save Game.
    7. Test-play. - at this point, it stopped doing that for me. *shrug*
    My assumption is that for whatever reason, the game is reading the enemy sprite as being "out of bounds" of the screen when trying to draw it, and it's getting that error because of it. Then again, my javascript knowledge is pretty mediocre.
  3. RyenSaotome said:
    Hello,

    I have a question about the "Charge Turn Battle" and about the "Main Menu Manager" plugin.

    Is it possible in the CTB plugin to show where the current actor will end in the turn order, while the player is choosing the skill or normal attack? Or how much the enemys turn order is affected by the current selected skil? So far I only get a "preview" for the outcome with skills that aren't instant and show me where in the turn order the character will activate the skill. But I would like to show the player, how skills or normal attacks differ in the turn order, since some skills and actors are supposed to be slower or faster.

    I wanted to add a conversation option with the "Main Menu Manager" plugin, to give the player the ability to interact with each partymember. I placed this.commandPersonal.bind(this) in the main bind, to have the player choose which actor he wants to talk with, and wanted to make a common event for each character with different conversations. But I couldn't figure out, how to make a call of a common event depending on the actor chosen.
    I could, but it won't be accurate either. The main reason being that skills can miss, and if it's a conditional skill based off a Lunatic modification, it'd actually cause lag, causing the feature to not be optimal for the player.
  4. Fernyfer775 said:
    @AnjelFeather: I was getting that error a week or so ago as well, and as weird as it sounds, this is what I did to fix it:

    1. Change the sprite of whatever enemy you're using.
    2. Re-Position the enemy sprite in the troop test box (if it's too high, go lower and visa versa)
    3. Save Game.
    4. Troop Test-play.
    5. Change the sprite back to whatever it was originally.
    6. Save Game.
    7. Test-play. - at this point, it stopped doing that for me. *shrug*
    My assumption is that for whatever reason, the game is reading the enemy sprite as being "out of bounds" of the screen when trying to draw it, and it's getting that error because of it. Then again, my javascript knowledge is pretty mediocre.
    I tied your suggestion, but I'm still getting the error. Alternatively, if I set a static image to 'breathe', the enemy battler just disappears instead, like this:

    zPwVqqy.png
  5. That's strange. That shouldn't be happening at all. Can you do the following.

     

    1. Download all the newest updates of the plugin.

    2. Create a new project.

    3. Install -only- the affected plugins.

    4. Make sure they're in the right order listed on http://yanfly.moe/yep/

    5. Recreate the error.

    6. Upload the project online (do -not- deploy it).

    7. Post the link here and I'll take a look at it.

     

    Thanks for helping!
  6. Yanfly said:
    I could, but it won't be accurate either. The main reason being that skills can miss, and if it's a conditional skill based off a Lunatic modification, it'd actually cause lag, causing the feature to not be optimal for the player.
    A miss wouldn't change the delay for the actor, but I can see how it would mess with delays for enemys. Would it be possible to show the delay only for actors depending on the skills without any effects on the enemys?

    And what about the second question with a converstation between protagonist and other party members through the main menu?
  7. I created a new project and the error repeated itself in the new project.

    Here's a link to the project.

    The only things I changed from the base startup was add an enemy labeled "Zephron" and added him to the troops, as well as put the tag to use his SV sprites that are in the SV Actor folder.
  8. Your problem is the non-Yanfly plugin you have in there causing the issue.
  9. Yanfly said:
    Your problem is the non-Yanfly plugin you have in there causing the issue.
    Which non-Yanfly plugin is interfering? I think there's currently four that are non-Yanfly.
  10. AnjelFeather said:
    Which non-Yanfly plugin is interfering? I think there's currently four that are non-Yanfly.
    You can try disabling all and enable one by one and see if you get the error. There are only 4 plug-ins, so shouldnt take long to figure which. :)
  11. Hi Yanfly. More amazing work I see :)  

    I have a question regarding the Victory Aftermath plugin.

    Would it be possible to add in a feature so that if you do not receive EXP in a fight, it skips the Exp menu and goes to the next menu/back to the map? It probably seems silly, but I am wondering if it would be simple fix or if it would involve a lot of changes.

    Anyway, don't stop what you're doing :D

    Regards,

    Moe
  12. Hi Yanfly. Thank you so much for your scripts and they really made my game.

    Currently I am now getting stuck in designing a state.

    Upon removal, the state shall cause certain damage(say 100) to the inflicted

    I've tried with the following:

    <Custom Remove Effect>

    a.gainHp(-100)

    </Custom Remove Effect>

    The damage processes quite fine, but some problems were found:

    1. The damage does not pop up.

    2. The collapse effect does not show up when the current hp of the inflicted is below 100.

    Also, how do I play animations in lunatic mode notetag?

    Or would this be simpler if the remove effect is just casting another skill on the inflicted? If this is so, how can I write this in the notetag?

    Thanks a a lot!
  13. Hello there! So, I seem to be running into a funky little bug from time to time. It doesn't always happen, but I've had it happen at least 2-3 times in the last 10 or so battles. I am using the DTB with your battle engine, and every now and again, whenever I had an ability queued for use, it won't go off. Here's an example of how it's usually caused:

    Spoiler
    3 Character Party and the abilities queued :

    Character 1 - Attack

    Character 2 - Spell 5MP cost, character has 100MP

    Character 3 - Spell 5MP cost, character has 90MP

    ==Fighting 2 enemies. A and B==

    The Turn Begins:

    Character 1 uses Attack on enemy A.

    Character 2 uses Spell on enemy A and kills it.

    Enemy B attacks Character 3.

    The Turn "Ends" but completely skips Character 3's turn.

    Enemy B's attack is just a normal "Attack" with no stun or anything on it. 

    Character 3 has enough MP to use the ability, but for whatever reason, when the character is attacked, their turn is ignored.
    This has happened on multiple occasions and I honestly can't figure out exactly when and how it's happening.

    The only plug-ins that I've updated/added since this started happening were all yours from within the last 2 days, straight from Yanfly.Moe.

    The most recent new plugin is the "Weapon Unleash" and all of your other plugins are up to date. Hopefully I left a good enough explanation. Thank you :)

    EDIT: It just happened again. I think that it might actually be caused by something else:

    Spoiler
    3 Character Party and the abilities queued :

    Character 1 - Attack -> Target Enemy A

    Character 2 - Attack -> Target Enemy A

    Character 3 - Attack -> Target Enemy A

    ==Fighting 2 enemies. A and B==

    The Turn Begins:

    Character 1 uses Attack on enemy A.

    Character 2 uses Spell on enemy A and kills it.

    Character 3 skips his/her turn.
    As you can see, this time character 3 skipped their turn after Enemy A died, bu before Enemy B attacked, so my previous example might not even be accurate. I'm at a loss here :X
  14. Hello Yanfly, I've been getting a weird bug. Battle animations with multiple rotated cells are not displaying correctly, although those with only one rotated cell work fine. I turned off BattleEngineCore, but it's still occurring, so I'm not sure where it is coming from. This can be reproduced with Arrow Special.

    I'm going to try fixing this myself first, but can you at least point me in the right direction? Which of your plugins deal with battle animations, aside from BattleEngineCore and ActionSequences?

    EDIT: I looked through your code and I'm convinced that it's another bug with the default engine and how it incorrectly handles animation mirroring for rotated cells.
  15. AnjelFeather said:
    Which non-Yanfly plugin is interfering? I think there's currently four that are non-Yanfly.
    Ah, sorry. Slipped my mind to even write out which one. It's the SV Overlay States on the enemies one.

    Moe_Lester13 said:
    Hi Yanfly. More amazing work I see :)

    I have a question regarding the Victory Aftermath plugin.

    Would it be possible to add in a feature so that if you do not receive EXP in a fight, it skips the Exp menu and goes to the next menu/back to the map? It probably seems silly, but I am wondering if it would be simple fix or if it would involve a lot of changes.

    Anyway, don't stop what you're doing :D

    Regards,

    Moe
    Sure, I can see about adding that feature in the future.

    surmounting said:
    Hi Yanfly. Thank you so much for your scripts and they really made my game.

    Currently I am now getting stuck in designing a state.

    Upon removal, the state shall cause certain damage(say 100) to the inflicted

    I've tried with the following:

    <Custom Remove Effect>

    a.gainHp(-100)

    </Custom Remove Effect>

    The damage processes quite fine, but some problems were found:

    1. The damage does not pop up.

    2. The collapse effect does not show up when the current hp of the inflicted is below 100.

    Also, how do I play animations in lunatic mode notetag?

    Or would this be simpler if the remove effect is just casting another skill on the inflicted? If this is so, how can I write this in the notetag?

    Thanks a a lot!
    Ah, that's because there's no issue to show the damage popup. Are you using the Battle Engine Core. If you are, you can try this:

    <Custom Remove Effect>

    a.gainHp(-100);

    a.startDamagePopup();

    </Custom Remove Effect>

    Animations is this:

    a.startAnimation(50, false, 0);

    That would play animation 50, not mirrored, with a delay of 0.

    Fernyfer775 said:
    Hello there! So, I seem to be running into a funky little bug from time to time. It doesn't always happen, but I've had it happen at least 2-3 times in the last 10 or so battles. I am using the DTB with your battle engine, and every now and again, whenever I had an ability queued for use, it won't go off. Here's an example of how it's usually caused:

    Spoiler
    3 Character Party and the abilities queued :

    Character 1 - Attack

    Character 2 - Spell 5MP cost, character has 100MP

    Character 3 - Spell 5MP cost, character has 90MP

    ==Fighting 2 enemies. A and B==

    The Turn Begins:

    Character 1 uses Attack on enemy A.

    Character 2 uses Spell on enemy A and kills it.

    Enemy B attacks Character 3.

    The Turn "Ends" but completely skips Character 3's turn.

    Enemy B's attack is just a normal "Attack" with no stun or anything on it. 

    Character 3 has enough MP to use the ability, but for whatever reason, when the character is attacked, their turn is ignored.
    Spoiler
    This has happened on multiple occasions and I honestly can't figure out exactly when and how it's happening.

    The only plug-ins that I've updated/added since this started happening were all yours from within the last 2 days, straight from Yanfly.Moe.

    The most recent new plugin is the "Weapon Unleash" and all of your other plugins are up to date. Hopefully I left a good enough explanation. Thank you :)

    EDIT: It just happened again. I think that it might actually be caused by something else:

    3 Character Party and the abilities queued :

    Character 1 - Attack -> Target Enemy A

    Character 2 - Attack -> Target Enemy A

    Character 3 - Attack -> Target Enemy A

    ==Fighting 2 enemies. A and B==

    The Turn Begins:

    Character 1 uses Attack on enemy A.

    Character 2 uses Spell on enemy A and kills it.

    Character 3 skips his/her turn.
    As you can see, this time character 3 skipped their turn after Enemy A died, bu before Enemy B attacked, so my previous example might not even be accurate. I'm at a loss here :X

    Huh, that's really odd. Are you able to replicate this consistently in a blank project by any chance?
  16. Hey, Yanfly~

    I thought I'd ask this in the thread in case anyone else is wondering the same thing:

    I recently switched from Rexal's animated enemies plugin to yours (yours has a lot more compatibility), and it's working perfectly, but there's one missing feature that I noticed. Rexal's plugin allows you to select enemy targets by hovering over them and clicking once. Hovering counts as selecting, and clicking counts as confirming. With your plugin, you have to click once to select and then click again to confirm.

    I know this isn't necessarily related to the purpose of the plugin itself, but it was a great little side bonus and I'm missing it already. Is there any way to implement that currently?
  17. Sure, I can work that~
  18. Region Battlebacks

    Features and How to Use




    This plugin will allow you to alter the battlebacks used by default for the overworld in addition to bind specific battlebacks to specific tiles on the map through usage of regions.

    Plugin and Instructions: http://yanfly.moe/2015/12/27/yep-52-region-battlebacks/
  19. THANK YOU SO MUCH FOR THIS!! I could have sworn this was a feature in rm2k/3 (of course I havent touched rpg maker since 2004 so i could be wrong) so was confused when I couldn't set up regional backs in rmmv. But then you come and save the day with yet another unexpected bonus plugin!
  20. I'm having trouble with the animation part of the skills.

    When creating an animation, sometimes I forget or don't know a step in that particular animation that ruins the attack effects.

    What part of the attack do you guys change for battle animation (Like, action setup or target action) for an attack to make it unique and fun, without touching on the damage, times of the action etc. (I want to remove hub, focus on characters and move them without retyping everything the system programs).

    Edit: Using the buff core, the passive states (that I want to show inbattle) appear as NaN in the place of a number of turns, is there a way to change this to, like, an infinite symbol or just hide it?