Yanfly

Yanfly [YEP] Yanfly Engine Plugins | NEWEST: Extended Doodad Pack 1 | Plugin Count: 122+

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@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.

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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.

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Hey I don't know if I'm missing something but for Yanfly's Absorption Barrier script, is it possible to set a max amount of barrier health that you can gain?  

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On 11/1/2015 at 8:15 AM, Yanfly said:

THIS THREAD WILL BE USED FOR PLUGIN UPDATES, NEW YEP VIDEOS, AND BUG REPORTS!

This thread is NOT a request thread. Requests include new plugins, new features for existing plugins, and features that you personally think should exist but currently do not. If you want requests, visit the proper subforum for it; this thread is not the place to do so.

 

 

To make a bug report, simply report it in this thread. Chances are, I will find out about the bug in this thread than by making one in the JS Support forum.

 

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 themIf 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.)

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 
  • 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

 

Quote

Any original material made by Yanfly is free for use with both free and commercial RPG Maker games unless specified otherwise. I do not demand royalties or special liberties if you choose to use Yanfly original content in your commercial games. (Although a free copy of your game would be nice!) I only ask that you provide “Yanfly” or “Yanfly Engine” a spot in your game’s credits.

 
Any edits made to Yanfly original material are okay as long as you still provide the proper credit. Any non-Original content posted, linked, or shared on my website and channel will still require you to contact the respective parties for permission of use.
 
I think this is simple. I’d like to keep it simple. I ask of you, as users, to please do not do things that will make me complicate it for everyone.

 

 

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On 1/8/2017 at 0:31 PM, KrowsNest said:

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?

On 1/9/2017 at 11:20 PM, Kasel said:

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.

 

Please follow Yanfly's Bug-Reporting steps.

This helps Yanfly sift through problems caused by user-error quicker.

 

 

 

On 1/9/2017 at 7:07 PM, BloodletterQ said:

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?

 

First off, there is (to my knowledge) no Lunatic Code for Equip Skill Tiers...

However, that being said, you can - I believe - just add this notetag to a skill: <Skill Tier x Slots: -y>

x should be the tier of the skill and y should be the number of slots you want it to take up minus 1.

 

Also, please keep Yanfly's rules in mind in the future. Yanfly would very much like for this thread to be strictly bug reports, and not support. For support, see the support thread.

 

On 1/9/2017 at 8:27 PM, Chazmyster said:

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!!!

 

 

 

Please, please, PLEASE, please, PUH-LEASE read the rulelist that is posted on every page of this thread:

 

42 minutes ago, Hikitsune-Red said:

THIS THREAD WILL BE USED FOR PLUGIN UPDATES, NEW YEP VIDEOS, AND BUG REPORTS!

This thread is NOT a request thread. Requests include new plugins, new features for existing plugins, and features that you personally think should exist but currently do not. If you want requests, visit the proper subforum for it; this thread is not the place to do so.

 

 

 

1 hour ago, Realryuzaki said:

Hey I don't know if I'm missing something but for Yanfly's Absorption Barrier script, is it possible to set a max amount of barrier health that you can gain?  

 

Sure, using Lunatic Code. But this isn't the thread for that. The support thread linked above, however, is.

 

But:

<Custom Barrier Regen>
value += user.hp / 4;
if (value > 300)
{
	value = 300;
}
</Custom Barrier Regen>

Just replace the += equation here segment with the rate you want it to regen at, and replace 300 with the max value.

 

Please reserve this thread for bug-reports ONLY in the future.

Edited by Hikitsune-Red
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2 hours ago, Hikitsune-Red said:

 

Please follow Yanfly's Bug-Reporting steps.

This helps Yanfly sift through problems caused by user-error quicker.

 

 

 

 

First off, there is (to my knowledge) no Lunatic Code for Equip Skill Tiers...

However, that being said, you can - I believe - just add this notetag to a skill: <Skill Tier x Slots: -y>

x should be the tier of the skill and y should be the number of slots you want it to take up minus 1.

 

Also, please keep Yanfly's rules in mind in the future. Yanfly would very much like for this thread to be strictly bug reports, and not support. For support, see the support thread.

 

 

 

 

Please, please, PLEASE, please, PUH-LEASE read the rulelist that is posted on every page of this thread:

 

 

 

 

 

Sure, using Lunatic Code. But this isn't the thread for that. The support thread linked above, however, is.

 

But:


<Custom Barrier Regen>
value += user.hp / 4;
if (value > 300)
{
	value = 300;
}
</Custom Barrier Regen>

Just replace the += equation here segment with the rate you want it to regen at, and replace 300 with the max value.

 

Please reserve this thread for bug-reports ONLY in the future.

Thanks and I'm very sorry for that.  I will make sure of that next time.

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This plugin isn't the cause.  Apparently,  it has something to do with state overlay plugins not working with this plugin. Gonna have to figure this one out on my own. 

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I like the new T&T today! In universe, it implies that the user is actually practicing his skills to the point that they're getting easier and easier to perform!

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Good day,

 

While atempting to use YEP..41 - Actor Variables and atempting to use the <Column 2 Variables: 9 to 16> plugin command I obtain the following error:

TypeError: undefined is not a function
    at Function.DataManager.processAVarNotetags (/PATH/js/plugins/YEP_X_ActorVariables.js:192)
    at Function.DataManager.isDatabaseLoaded (/PATH/js/plugins/YEP_X_ActorVariables.js:155)
    at Scene_Boot.isReady (rpg_scenes.js:186)
    at Function.SceneManager.updateScene (rpg_managers.js:1823)
    at Function.SceneManager.updateMain (rpg_managers.js:1790)
    at Function.SceneManager.update (rpg_managers.js:1714)rpg_managers.js:1756 SceneManager.catchException

Note: I have changed the path of the script to PATH but it is a correct path.

 

This error seems to presist in any atempts to use the <Column X Variables: Y to Z> command while other commands work fine. The error seems to be caused by a lack of a  Yanfly.Util.getRange(x,y) function which I cannot find anywhere. This function is also called in the <Hide if Learned Skill: x to y> in the Yep.8 - Skill Core script and causes the same error. My script list is as follows:

 

  • Yep_CoreEngine
  • Yep_Skillcore
  • Yep_StatusMenuCore
  • Yep_X_ActorVariables

No  other scripts are present and I have adquired all these yesterday from the dropbox link.

 

 

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You are right. I just checked the code and neither the Status Menu Core or the Actor Variables got the getRange function, despite it being used in the Actor Variables. None of the plugins you used does.

I'll make a bug report on this post for you. I'd suggest using a script that does use and got getRange, like the Element Core for example, just until Yanfly reads this and fixes it.

 

Plugin Name: Actor Variables (YEP_X_ActorVariables)

Do you have all the latest updates for the plugins in question? v1.03

Plugin Parameter Changes: None

Bug Explanation: Using <Column x Variables: y to z> gets an error right when starting the game. It seems to be due to the lack of the Yanfly.Util.getRange function.

Error Report: 

TypeError: undefined is not a function
    at Function.DataManager.processAVarNotetags (/C:/Users/User/Documents/Games/ActorVariables/js/plugins/YEP_X_ActorVariables.js:199)
    at Function.DataManager.isDatabaseLoaded (/C:/Users/User/Documents/Games/ActorVariables/js/plugins/YEP_X_ActorVariables.js:155)
    at Scene_Boot.isReady (rpg_scenes.js:186)
    at Function.SceneManager.updateScene (rpg_managers.js:1823)
    at Function.SceneManager.updateMain (rpg_managers.js:1790)
    at Function.SceneManager.update (rpg_managers.js:1714)

Exact Steps on How to Replicate Bug: Use the <Column x Variables: y to z> on an actor. Does not matter which values you give.

Did you recreate the bug on the sample project? Yes

Sample Project Link: https://www.dropbox.com/s/ln5g7cimfm7vnay/ActorVariables.rar?dl=0

Edited by Waterguy

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Bug report:

Plugin Name: YEP_Counter Control

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

Plugin Parameter Changes: None (everything is default)

Bug Explanation:  The parameter eval conditions and the javascript custom counter conditions doe not work. Other conditions do work, such as Not Skill (which i have included in sample project)

Error Report: No error report.

Exact Steps on How to Replicate Bug: Initiate battle with bat. Use Skill ' Apply counter attack eval' or 'Apply counter attack js'. These will trigger 'Counter state eval' or 'Counter state js' respectively. Each state gives 1000% counter and <counter skills: 4> and <counter skills: 5> respectively. Skill 4 has an parameter eval and Skill 5 has a js condition. The eval can be changed from < to > and it with not proc either way. the js is copied from the counter control help (if harold = true) and will not proc.

Create a Sample Project Reproducing the bug: 

https://www.dropbox.com/sh/gzdejitpcctsfxz/AABEJnd0rXggx4dGDmwAzn9Ha?dl=0

 

*edit - if you replace the notetag in skill 5 with:  Eval: attacker.name() === ‘Harold’ from the help section, there is an reference error: line not defined.

 

Thank you!

Edited by Snuh
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I apologize if this has already been discussed, I tried using a search in this topic and I cannot find anyone discussing this through this.  

 

Plugin Name: Core Engine 1.23

 

Bug Explanation: When having the player actor set to a movement speed less than normal, the actors seem to shake/vibrate/jiggle/jitter whenever their movement coincides with the panning of the screen.

 

Create a Sample Project Reproducing the bug: I don't have a means of giving a download, but I can explain my reproduction.  I created a brand new project and only included the Core Engine with default settings.  I made a map that was 50x50 and just made it so that Page Up and Page Down would change the player's movement speed.  Anything below 4 would induce the issue, 1 and 2 being the worst offenders.  Best example would be a map with all grass and actors moving at 2 and just move to the edges to move the screen pan and it will cause the issue.

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Er... quick question to check if I need to do a bug report...


Does "keep in mind that if any common event occurs during a touch input, it will clear the touch input as intended by the game engine" as said in the Region Events plugin page means bellow character touch events, be player or event touch do not work, or is it about mouse/smartphone touch?
Because if it is the later, I have a sample project to make...

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On 1/10/2017 at 0:33 PM, Talonos said:

@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.

 

Thanks Talonos! I'll get this fixed!

---

 

On 1/11/2017 at 7:45 PM, ParanoidDrone said:

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.

 

Thanks, I'll get this fixed, too!

 

---

 

On 1/13/2017 at 1:38 AM, ArcherBanish said:

Good day,

 

While atempting to use YEP..41 - Actor Variables and atempting to use the <Column 2 Variables: 9 to 16> plugin command I obtain the following error:


TypeError: undefined is not a function
    at Function.DataManager.processAVarNotetags (/PATH/js/plugins/YEP_X_ActorVariables.js:192)
    at Function.DataManager.isDatabaseLoaded (/PATH/js/plugins/YEP_X_ActorVariables.js:155)
    at Scene_Boot.isReady (rpg_scenes.js:186)
    at Function.SceneManager.updateScene (rpg_managers.js:1823)
    at Function.SceneManager.updateMain (rpg_managers.js:1790)
    at Function.SceneManager.update (rpg_managers.js:1714)rpg_managers.js:1756 SceneManager.catchException

Note: I have changed the path of the script to PATH but it is a correct path.

 

This error seems to presist in any atempts to use the <Column X Variables: Y to Z> command while other commands work fine. The error seems to be caused by a lack of a  Yanfly.Util.getRange(x,y) function which I cannot find anywhere. This function is also called in the <Hide if Learned Skill: x to y> in the Yep.8 - Skill Core script and causes the same error. My script list is as follows:

 

  • Yep_CoreEngine
  • Yep_Skillcore
  • Yep_StatusMenuCore
  • Yep_X_ActorVariables

No  other scripts are present and I have adquired all these yesterday from the dropbox link.

 

 

 

Thanks, I'll get this fixed.

 

---

 

On 1/13/2017 at 5:19 AM, Snuh said:

Bug report:

Plugin Name: YEP_Counter Control

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

Plugin Parameter Changes: None (everything is default)

Bug Explanation:  The parameter eval conditions and the javascript custom counter conditions doe not work. Other conditions do work, such as Not Skill (which i have included in sample project)

Error Report: No error report.

Exact Steps on How to Replicate Bug: Initiate battle with bat. Use Skill ' Apply counter attack eval' or 'Apply counter attack js'. These will trigger 'Counter state eval' or 'Counter state js' respectively. Each state gives 1000% counter and <counter skills: 4> and <counter skills: 5> respectively. Skill 4 has an parameter eval and Skill 5 has a js condition. The eval can be changed from < to > and it with not proc either way. the js is copied from the counter control help (if harold = true) and will not proc.

Create a Sample Project Reproducing the bug: 

https://www.dropbox.com/sh/csc02xekjj5zjf6/AACwLw97iyFodfDVMw3mZ1Jda?dl=0

 

*edit - if you replace the notetag in skill 5 with:  Eval: attacker.name() === ‘Harold’ from the help section, there is an reference error: line not defined.

 

Thank you!

 

Please remake the download file. I'm not getting any kind of RM project file with this.

 

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On 1/16/2017 at 4:40 AM, Waterguy said:

Er... quick question to check if I need to do a bug report...


Does "keep in mind that if any common event occurs during a touch input, it will clear the touch input as intended by the game engine" as said in the Region Events plugin page means bellow character touch events, be player or event touch do not work, or is it about mouse/smartphone touch?
Because if it is the later, I have a sample project to make...

 

A touch input means by mouse click or smartphone touch, yes.

 

---

 

On 1/16/2017 at 10:44 PM, jagatherious said:

I apologize if this has already been discussed, I tried using a search in this topic and I cannot find anyone discussing this through this.  

 

Plugin Name: Core Engine 1.23

 

Bug Explanation: When having the player actor set to a movement speed less than normal, the actors seem to shake/vibrate/jiggle/jitter whenever their movement coincides with the panning of the screen.

 

Create a Sample Project Reproducing the bug: I don't have a means of giving a download, but I can explain my reproduction.  I created a brand new project and only included the Core Engine with default settings.  I made a map that was 50x50 and just made it so that Page Up and Page Down would change the player's movement speed.  Anything below 4 would induce the issue, 1 and 2 being the worst offenders.  Best example would be a map with all grass and actors moving at 2 and just move to the edges to move the screen pan and it will cause the issue.

 

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.

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Yanfly: quick comment regarding internal consistency:

You mentioned above to jagatherious that "To mitigate this issue, I made it an absolute requirement for bugs to be reported in such a manner." However, in the same post, you fix two bugs (Mine and ArcherBanished) without requiring us to go through that process.

I suspect you let me and ArcherBanished get away with it because we resolve those three concerns you list: We troubleshoot until we know where the problem is which ensures it's not user error, we track down the bug until we identify the line in your code causing the problem, (up to and including line numbers), and we are serious enough about getting the bug fixed that we fix it on our end first.

 

It seems as though there is some sort of unwritten "expedited bug report process" you're happy to go through for people who are willing to put in their own legwork. I fear others, such as jagatherious, see this and get confused, which is why they submit bugs without going through the report guidelines. It might be helpful to explicitly say what the unwritten "expedited bug report" process is, so that people like jagatherious who see you fixing bugs like mine and ArcherBanished realize why we can get away with not submitting an example project and they can't. Something along the lines of "If you have already fixed the issue on your end, and you can propose a code change (complete with line number,) you probably don't need to submit a project if it's clear enough to me that the behavior is unintended. Even then, don't be surprised if I request a sample project; sometimes bugs are only 'obvious' to those they affect!"

A policy change like this might also increase the number of skilled coders helping you find bugs. I'll admit, when I first came to report a documentation error to you several months back, I nearly didn't report it because I already solved the problem on my end, and jumping through all those hoops seemed like a lot of work for what was essentially a favor to the RPGMaker community. If you have some sort of official expedited bug reporting process, people like me who have fixed bugs but are afraid of the work required to notify you might be more willing to report such issues.

Those are just my thoughts. As always, loving your work. I've learned a lot about how to set up plugins in a sustainable way by prowling through your code. Thanks for all your plugins, and more recently the neat comic on RPGM development!

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I apologize.  I can try to make a stripped down example that's less than 4.88MB, so that I can attach it here.  I figured the example of reproduction would take as much time to recreate as a download due to its simplicity.  That was my fault for making the assumption and I apologize if my negligence has caused any annoyance.

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Apologies, will reupload as soon as i get home from work. Not sure what happened to it!

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On 1/16/2017 at 10:44 PM, jagatherious said:

I apologize if this has already been discussed, I tried using a search in this topic and I cannot find anyone discussing this through this.  

 

Plugin Name: Core Engine 1.23

 

Bug Explanation: When having the player actor set to a movement speed less than normal, the actors seem to shake/vibrate/jiggle/jitter whenever their movement coincides with the panning of the screen.

 

Create a Sample Project Reproducing the bug: I don't have a means of giving a download, but I can explain my reproduction.  I created a brand new project and only included the Core Engine with default settings.  I made a map that was 50x50 and just made it so that Page Up and Page Down would change the player's movement speed.  Anything below 4 would induce the issue, 1 and 2 being the worst offenders.  Best example would be a map with all grass and actors moving at 2 and just move to the edges to move the screen pan and it will cause the issue.

 

I have attached a sample project.  The speed defaults at 2, just move around and you'll see the actors shaking.  You can use Pg Up and Pg Down to change speed.  Issue is speeds 1-3.  I hope the attachment works and I apologize if it doesn't.

Game.zip

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