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Yanfly

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Hello Yanfly,


Here goes the link of the project with the replication of the counter bug: https://www.dropbox.com/s/c7w2m5x0imu8on6/Project3.rar?dl=0


Only using basic plugins (Core, battle and CTB), Harold is with 100% counter and 1000% target rate, just defend with all chars and wait till it happen.


Two things to note now is that it happens every 1-4 attacks now, very random. And when it happens the char with the counter (Harold) jumps all his friends turn in CTB if he was last and if the bug happens again, he then jump to first in line on the CTB bar after the enemy attack.


Tell me if the project uploaded as you wanted, otherwise i will upload it again.



Perfect! I'll get this fixed by tonight! Thank you for your cooperation!

I'm not sure if this would be considered a bug or if there is a way to fix it, but I've noticed that when using the CTB Battle System the Guard state ends immediately after you use it. I feel like it should at least last until the guarding actor's next turn. I tried switching it from Turns to Actions, but this causes the Guard state to remain until the end of the user's next turn instead of until the beginning of the user's next turn. Any suggestions?

Thanks in advance!



Use an Action Start duration for the guard start instead: <Action Start: 1>


This way, the action will remain guarding until its next action. :)
 

cHAOScythe

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Perfect! I'll get this fixed by tonight! Thank you for your cooperation!


Use an Action Start duration for the guard start instead: <Action Start: 1>


This way, the action will remain guarding until its next action. :)



This seems to have the same effect as setting it to Action End 1~1. I suppose the main issue is that when my turn enters the command selection phase, my character is still in the Guard pose instead of idle.
 

ShinGadrian

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Perfect! I'll get this fixed by tonight! Thank you for your cooperation!


Use an Action Start duration for the guard start instead: <Action Start: 1>


This way, the action will remain guarding until its next action. :)



Pleasure to help Yanfly.


To cHAOScythe,


I noticed what you said and i kinda solved it by changing the guard state "Auto-removal timing" to "Action End" instead of "Turn End". You can check that this work by simple giving a ICON to the guard state and defending in battle, the icon will show making you have the guard state until you finish acting again. Hope to have helped you.


I did this because each of my chars has a different guard states especially the tankers each with different animations.
 

Znikomek

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With small values of barrier the svBattler hp bar didn't show it


my formula: target.gainBarrier(target.mhp * 0.05, 3); // target.mhp = 30

View attachment 32004
 

ninjahn

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Hello.


I'm not sure why but if I continue a game after adding the LifeSteal script every attack makes the game crash because of the allGuard thing being undefined.


I looked through the console to see if I could find why I got that error but I'm not really sure why. 


Does anyone know if the game have to be restarted when adding this script, in order to initialize variables something?


When I do battle test with enemies everything works perfectly.


Cheers
 

Luxanna

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Hello.


I'm not sure why but if I continue a game after adding the LifeSteal script every attack makes the game crash because of the allGuard thing being undefined.


I looked through the console to see if I could find why I got that error but I'm not really sure why. 


Does anyone know if the game have to be restarted when adding this script, in order to initialize variables something?


When I do battle test with enemies everything works perfectly.


Cheers



Happened to me too. Restarting the game helped.
 

Ghost of Christmas Kloe

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Does anyone know if the game have to be restarted when adding this script, in order to initialize variables something?

When testing and/or using scripts and plugins, you should never use a previous save file! It doesnt effect the actual files of anything but as you stated, it doesnt always work which causes bug reports which arent true!


See if it still does it in a fresh save (as in press new game not continue!) and if it doesnt then the plugin is working fine, if it still doesnt work, it's either user error or a bug.
 

ninjahn

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When testing and/or using scripts and plugins, you should never use a previous save file! It doesnt effect the actual files of anything but as you stated, it doesnt always work which causes bug reports which arent true!


See if it still does it in a fresh save (as in press new game not continue!) and if it doesnt then the plugin is working fine, if it still doesnt work, it's either user error or a bug.



Ah my bad. Thought it woudln't be a problem with a saved game (continue).. But yea  I tried starting a new game (new game) and there was no problem so I figured there's something in the plugin that probably needs a fresh game.


Tried some other things as well to get some more understanding of it but, it works perfectly fine with a new game. :)
 
 

cHAOScythe

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I noticed in your Party Limit Gauge video that Therese's TP was displayed before her MP. How exactly did you do that? I looked through multiple plugins looking for a setting/note tag, but found nothing. I tried setting characters MP to 0 in their Class, but that also didn't work. I would love for TP to display before MP in all menus, so if anyone knows how to achieve this, let me know! Much appreciated!
 

Ghost of Christmas Kloe

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I noticed in your Party Limit Gauge video that Therese's TP was displayed before her MP. How exactly did you do that? I looked through multiple plugins looking for a setting/note tag, but found nothing. I tried setting characters MP to 0 in their Class, but that also didn't work. I would love for TP to display before MP in all menus, so if anyone knows how to achieve this, let me know! Much appreciated!

There is a notetag but I can't remember it, it's something like <swap guage: MP to TP>
 

cHAOScythe

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There is a notetag but I can't remember it, it's something like <swap guage: MP to TP>

I tried this, but it didn't work. Do you happen to know what plugin the Note Tag belongs to? And if not, maybe what kind of Note Tag it is (Actor, Class, etc...)?
 

Ghost of Christmas Kloe

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I tried this, but it didn't work. Do you happen to know what plugin the Note Tag belongs to? And if not, maybe what kind of Note Tag it is (Actor, Class, etc...)?

Well, I thought it was Core but I looked at the Core page and I couldnt find it... I then tried the Notetag guide from the plugin page but I couldnt get it working on my 3DS (yup, My phone doesnt do internet so I use my 3ds when I'm away from my laptop)


Edit: I found it! Its <Swap Gauge x: y> from skill core!!
 
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cHAOScythe

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Well, I thought it was Core but I looked at the Core page and I couldnt find it... I then tried the Notetag guide from the plugin page but I couldnt get it working on my 3DS (yup, My phone doesnt do internet so I use my 3ds when I'm away from my laptop)

Thanks! I was able to find it using the Note Tag guide! It was part of the Skill Core plugin :)
 

Korokage

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So, Yanfly, I decided to try out your Life Steal plugin since it would make a character concept of mine work SUPER great. I tried making a custom life steal rate for a skill that does more life steal if the target has a certain state.


I managed to make the game spit out an "invalid left hand side in assignment" error when I used the skill. Since I have no idea how to fix that, I thought I'd have you (or any kind soul here really) take a look at it.


<Custom HP Life Steal Rate>
var bonus = 1
if (b.isStateAffected(13)){
bonus = 2
}
rate = 50 *= bonus;
</Custom HP Life Steal Rate>


Thank you for your kindness and patience.
 
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Corniflex

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The last line should be :

Code:
rate = 50 * bonus;
 

Korokage

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I changed it to that. Now it manages to play the animation before spitting out the same error. I think I messed up some minor thing that I'm overlooking when I made the eval.
 

Yanfly

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With small values of barrier the svBattler hp bar didn't show it


my formula: target.gainBarrier(target.mhp * 0.05, 3); // target.mhp = 30


View attachment 32004



If the graphic is too small to be displayed, it won't be shown on the SV Actor.

Hello.


I'm not sure why but if I continue a game after adding the LifeSteal script every attack makes the game crash because of the allGuard thing being undefined.


I looked through the console to see if I could find why I got that error but I'm not really sure why. 


Does anyone know if the game have to be restarted when adding this script, in order to initialize variables something?


When I do battle test with enemies everything works perfectly.


Cheers



If you're getting an error, make sure you have all the plugins you're using updated.
If you still get the error, can you press F8 to open up the debug console.
From there, click the Console tab.
Then, can you copy and paste all the error messages you see here?

I changed it to that. Now it manages to play the animation before spitting out the same error. I think I messed up some minor thing that I'm overlooking when I made the eval.



I'm getting no errors with the code fix Corniflex provided.
 

Korokage

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I'm getting no errors with the code fix Corniflex provided.



I took another look at the code after you said this and....


That's when I remembered that I had both a custom HP life steal AND a custom MP life steal. I had forgotten to do the fix on the custom MP life steal.


And this is why we check ALL of our code ladies and gentlemen.


Thank you both for your patience once again.


EDIT: So for some reason having the rate equal 50 * bonus restored fully restored the actor's health despite the fact that the damage formula was set to 100 and the enemy had 10 defense and the armor scaling plugin was turned on (so like 95 damage somehow fully healing an actor with 657 HP that had 500 HP removed at start of battle). This was in spite of the fact that overheal was set to false in the plugin parameters.


Setting the life steal rate to 0.5 * bonus made it work perfectly though, so w/e.
 
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kiriseo

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@Yanfly There seems to be a little bug in the executeHpDamage function of your Party Limit Gauge Plugin

Code:
Game_Action.prototype.executeHpDamage = function(target, value) {
    if (value > 0) {
      var user = this.subject(); // <-- here. you can't use "user" in the formula for healing this way
      target.friendsUnit().processPartyLimitGaugeEval(Yanfly.Param.PLGTakeHpDmg,
        user, target, this.item(), value);
      user.friendsUnit().processPartyLimitGaugeEval(Yanfly.Param.PLGDealHpDmg,
        user, target, this.item(), value);
    } else {
      target.friendsUnit().processPartyLimitGaugeEval(Yanfly.Param.PLGHealHpDmg,
        user, target, this.item(), value);
    }
    Yanfly.PLG.Game_Action_executeHpDamage.call(this, target, value);
};
 
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