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BlueFalkon

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I'd like to report a possible bug for the Smart Jump script.


I'm aware that you mentioned people have been reporting that the smart jump bypasses poison/event tiles and that it's not a bug but based on how events work and to set the time interval to 10 frames. This does work with the exception that you can spam the jump function and upon doing so it skips every event and poison tile.


So far every attempt to bypass this has not worked. I imagine I can event a cooldown for the jump function but that would probably be annoying for jumping puzzles.


To see what I mean, simply create a line of poison tiles and rapidly press the jump button with a wait interval of 10 frames.


Edit: I found an additional troublesome issue, though in regard to the above post I did event a cooldown for the jump system with a separate common event.


The additional issue is that if you have an event tile (including Illegal Jump tiles) or poison tiles and you walk into the tile and immediately press the jump button before the character steps on the tile, it will ignore the illegal jump and skip the event/tile/poison effect.
 
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Yanfly

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Try setting the wait frames to 15. I'm holding down the Smart Jump key and there's no event skipping.
 

Jeysonmcfly

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Yanfly, me again. I was wondering if your plugin Critical Control adds the ability to check when a critical hit is executed or not.
 

Alexandre

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Found two strangness's in YEP_X_BattleSysCTB who seems to be bugs:


1: If a enemy with an index greater than 0 gains each tick a speed amount who is a divisor of the full gauge,


it will, because of the minor offset take one tick more to can play his turn.


How to replicate:


Set the full gauge to be a third of an enemy's agility. (Default settings use many ticks, so that slow down the delay effect a lot.)


Begin a battle with at least two of this enemy. After a few turns, you will notice that all the enemies, unless the first, will not have one of their turn.


Possible fix:


Change Game_Battler.prototype.ctbRate to make it compensate the minor offset.


var rate = (this._ctbSpeed + 0.01) / BattleManager.ctbTarget(); //EDITED


//var rate =  this._ctbSpeed / BattleManager.ctbTarget(); //OLD LINE


2: If a battler is charging an action with a negative speed, and then a second battler, with the same agi but a lower index, use an instant cast skill, and then begin to charge the same action, the order window will show that the second one will act first, but the first actor will actually act before the second.


How to replicate

1: Give Lucius a CTB start trait to make him act before Marsha despite the fact he has the same agi as her.


2: Give to Fire instant cast properties.


3: Give to Spark a negative speed.


Before this screenshot, I asked Lucius to cast Spark. Then I asked Marsha to cast Fire, and after it is done, I requested her to cast Spark, too.


The order window will show that Marsha have to act first. But it is actually Lucius who did it.


 
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Yanfly

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Yanfly, me again. I was wondering if your plugin Critical Control adds the ability to check when a critical hit is executed or not.


Not from the plugin's functions.

Found two strangness's in YEP_X_BattleSysCTB who seems to be bugs:


1: If a enemy with an index greater than 0 gains each tick a speed amount who is a divisor of the full gauge,


it will, because of the minor offset take one tick more to can play his turn.


How to replicate:


Set the full gauge to be a third of an enemy's agility. (Default settings use many ticks, so that slow down the delay effect a lot.)


Begin a battle with at least two of this enemy. After a few turns, you will notice that all the enemies, unless the first, will not have one of their turn.


Possible fix:


Change Game_Battler.prototype.ctbRate to make it compensate the minor offset.


var rate = (this._ctbSpeed + 0.01) / BattleManager.ctbTarget(); //EDITED


//var rate =  this._ctbSpeed / BattleManager.ctbTarget(); //OLD LINE


2: If a battler is charging an action with a negative speed, and then a second battler, with the same agi but a lower index, use an instant cast skill, and then begin to charge the same action, the order window will show that the second one will act first, but the first actor will actually act before the second.


How to replicate

1: Give Lucius a CTB start trait to make him act before Marsha despite the fact he has the same agi as her.


2: Give to Fire instant cast properties.


3: Give to Spark a negative speed.


Before this screenshot, I asked Lucius to cast Spark. Then I asked Marsha to cast Fire, and after it is done, I requested her to cast Spark, too.


The order window will show that Marsha have to act first. But it is actually Lucius who did it.




For #1, if you adjust the full gauge, you are responsible for the way the gauge works according to your game. Having a full gauge that's less than an enemy's AGI is not making it work for your game. You'll have to accommodate for it by raising the full gauge value. There is nothing wrong with the mechanics of the ctb rate calculation. Furthermore, adding 0.01 can have a huge impact on on the CTB Rate, which is not recommended at all for a fix. If you plan on having the full gauge be less than the AGI value of an enemy, then, you're using the wrong plugin.


For #2, I'll have to ask you to follow the steps on the front post:

1. Download all the newest updates of the plugin.
2. 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.
3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Usehttp://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.
4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them.
5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.
6. Make sure they're in the right order listed on http://yanfly.moe/yep/
7. Recreate the error.
8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.
9. Upload the project online (do -not- deploy it) to a website like MediaFire.com or Mega.co.nz or Dropbox.
10. Post the link here and I'll take a look at it.


Thanks for helping!
 

BloodyMutt

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I don't think of this as a "bug" but certainly can't tell if I'm doing something right or wrong. Attempting to use the BattleStatusWindow. Throughout the night it would not function until finally I moved it up in the Plugin List over BattleEngineCore, so now the actual visual of the faces and so forth seems to work, but no animations are appearing over them as described. Everything is freshly downloaded as I am trying to wrap my head around all this (never was great at code) Any help would be appreciated.
 
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Sorry if this seems like a stupid question, but... I have a question about Subclass.


I created some Subclasses for three of my actors- Roland (Knight+Minstrel), Spellsword (Knight+Wizard), and Ranger (Knight+Archer). I notice that I have the option to not cross armor and weapons. However, would that be nullified if the Subclass and Primary class had different sorts of armor? Like, the Knight can only equip Heavy Armor, but the Spellsword can only equip Light, Magic or Medium Armor for example. Or should I just add say, Heavy Armor to said Subclasses to cover that?
 

Zerothedarklord

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If you take requests, would you be able to do a plugin that allows things to happen under certain conditions? It could perhaps be a lunatic mode modification to the passive state script, possibly. 

For example, maybe you want your characters to heal whenever they evade an attack? Or perhaps you want their attack to increase whenever they score a critical hit? 
 

Alexandre

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For #1, if you adjust the full gauge, you are responsible for the way the gauge works according to your game. Having a full gauge that's less than an enemy's AGI is not making it work for your game. You'll have to accommodate for it by raising the full gauge value. There is nothing wrong with the mechanics of the ctb rate calculation. Furthermore, adding 0.01 can have a huge impact on on the CTB Rate, which is not recommended at all for a fix. If you plan on having the full gauge be less than the AGI value of an enemy, then, you're using the wrong plugin.


For #2, I'll have to ask you to follow the steps on the front post:


#1


After checking my dictionary, I realised that I made a mistake in my explanations:


Set the full gauge to be a third the triple of an enemy's agility.


Effectively, setting the jauge to be less than a caracter AGI is not a good idea...


#2


http://www.mediafire.com/download/co2b6lkf30bpp6p/Debug.zip


1: Select Spark as action for Lucius.


2: Request Marsha to cast Fire.


3: Ask now Marsha to cast Spark, too.


4: Check the order icons.
 
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Yanfly

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I don't think of this as a "bug" but certainly can't tell if I'm doing something right or wrong. Attempting to use the BattleStatusWindow. Throughout the night it would not function until finally I moved it up in the Plugin List over BattleEngineCore, so now the actual visual of the faces and so forth seems to work, but no animations are appearing over them as described. Everything is freshly downloaded as I am trying to wrap my head around all this (never was great at code) Any help would be appreciated.


Did you follow all of the troubleshooting basics on the first post?


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.

#1


After checking my dictionary, I realised that I made a mistake in my explanations:


Set the full gauge to be a third the triple of an enemy's agility.


Effectively, setting the jauge to be less than a caracter AGI is not a good idea...


#2


http://www.mediafire.com/download/co2b6lkf30bpp6p/Debug.zip


1: Select Spark as action for Lucius.


2: Request Marsha to cast Fire.


3: Ask now Marsha to cast Spark, too.


4: Check the order icons.


Thanks, I'll go take a look at it later.
 

Yanfly

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Base Parameter Control


Features and How to Use












The base parameters, MaxHP, MaxMP, ATK, DEF, MAT, MDF, AGI, and LUK all play a very important part of battle, yet, so very little control is given to the developer in regards to these important stats. This plugin will give more control over how the stats are handled and more.


Plugin and Instructions: http://yanfly.moe/2016/03/25/yep-86-base-parameter-control/ 
 

ShidoLionheart

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Amazing, and it works well. I dunno if it's a bug but with this plugin, the maximum stats that I setted in the Core Engine doesn't work anymore.


Example: In the Core I setted a Maximum of 999 MP, but the Actor has 1000 MP during the game.
 

Zerothedarklord

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Also, Yanfly, was curious, any chance you know which of your plugins is causing this icon to be here? I would like to remove it, but I can't seem to find which one of your plugins is causing it. I figured it would be the one that displays enemy hp/info or the one of the two atb ones, but I can't find anything about icons in any of those.

Untitled.jpg
 

Yanfly

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Amazing, and it works well. I dunno if it's a bug but with this plugin, the maximum stats that I setted in the Core Engine doesn't work anymore.


Example: In the Core I setted a Maximum of 999 MP, but the Actor has 1000 MP during the game.


From this plugin instructions:


Note: If you are using the Core Engine and have modified the settings there for higher parameter caps, this plugin will override those settings if this plugin is placed beneath the Core Engine (recommended).



Also, Yanfly, was curious, any chance you know which of your plugins is causing this icon to be here? I would like to remove it, but I can't seem to find which one of your plugins is causing it. I figured it would be the one that displays enemy hp/info or the one of the two atb ones, but I can't find anything about icons in any of those.


View attachment 34386


Go turn them all off and turn them on one at a time to find out.
 

Crimson Dragon Inc.

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i do believe that is the passive states plug in.....


also about your base param plug in..... i probaly need to do some sort of lunatic mode note tag..... but can i set each actor to have a differant formula for determining the stat (like one character gets a bonus to MAXhp from their defense score while another gets a bonus to atk score from luck and agi scores?) instead of everyone having the same math formula?
 
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Eli Matua

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EDIT: Sorry, Yanfly. I read the rules, so I deleted the post


POST DELETED
 
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BloodyMutt

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Did you follow all of the troubleshooting basics on the first post?
 Yes, I have even attempted this in a new project with the same results running just YEP Core and YEP BattleStatusWindow getting no animations. I am not sure where I'm going wrong with it. :/
 
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