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Cel

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I have a question regarding instant cast in combination with CTB...


I'm trying to create reactive effects (Think counters but triggering off other things). Right now I have a common event run whenever an enemy dies, and that common event is forcing actions. So far everything works fine, people do their reactive actions whenever an enemy dies, great and all. But here's where the problem shows up.


Whenever I force an actor to make an action their CTB "meter" is reset, and they "start over". I figured I could solve that by using the instant cast tag, but that gives me an additional move right then instead of just not touching their current "CTB points". Any idea how to fix this?

To sum it up, what I want is a way for actors to react to enemy deaths, low HP or other conditions with skills without it using their charged CTB points.
 
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*is looking at the Absorption Barrier plugin help file* You know... I've been wondering something. Is it possible to combine this concept with the Element Absorb one? Like, say you make Barriers that are tied to specific Elements? For example, a Barrier that protects against Darkness Element damage?
 

woop

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I seem to be having trouble with the battle engine core, regarding the regular attack animation.


When the actor sprite is attacking an enemy, the damage animation should be playing during it, but it is playing after the actor's attack animation is done, making it awkward looking and out of sync. I've tried playing around with the plugin settings for awhile (animation base delay and next delay), but that hasn't gotten me anywhere. Motion waiting is set to false, it seems like this setting would be the one that would determine if the animation should be playing during or after an action, but it's not working or I am not using it properly.


When I turn off the engine and use default settings, there is no problem with the animation, the damage animation plays during the actor's action, so it must be some sort of setting in the battle engine core plugin. The only other plugins I am using are YED_SideviewBattler, YEP_VictoryAftermath, and YEP_MessageCore. I've tried turning these all off with just the battle engine core on, and I still have the same problem.
 

Knightmare

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I know some of these are still in BETA but I'm pretty sure I found a bug(s) with either Equip Customize, Equip Requirements, and/or Attached Augments.  When having a weapon or armor require a skill to equip and you try to attach augments it works fine but when you try to cancel out of the Equip Customize scene you get this...


 Cannot read property 'isLearnedSkill' of null


I tried it in my own project then tried it in your latest Demo with everything updated and it does the same thing. 
 

Crimson Dragon Inc.

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*is looking at the Absorption Barrier plugin help file* You know... I've been wondering something. Is it possible to combine this concept with the Element Absorb one? Like, say you make Barriers that are tied to specific Elements? For example, a Barrier that protects against Darkness Element damage?




thats not how element absorb works.... it allows you absorb an attack with a certain element as healing (or if it was a healing ability as damage)
 

nihnoz

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Hi, Yanfly. I think I have discovered a bug with Equip Battle Skills. This is on an otherwise empty project; the only current plugin is Equip Battle Skills.


When you set a character's Max MP to 0, like in this screenshot, then after changing any of their skills, their current MP changes to NaN:





Attempting to change their skills further crashes the game. The error message is "TypeError Cannot read property 'clamp' of null"
 
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Mortels

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Hello! I have a big problem...


When I used other plugins such as Itembook, Enemybook, Gab Window, etc., The game show "RangeError, Maximum call stack size exceeded." like this...





*** When I set  "Equip Battle Skill" plugins to "OFF", The game is normally ***


.


.


.


Ps. sorry for my bad english and thank you for help me soon.
 
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Crimson Dragon Inc.

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Hi, Yanfly. I think I have discovered a bug with Equip Battle Skills. This is on an otherwise empty project; the only current plugin is Equip Battle Skills.


When you set a character's Max MP to 0, like in this screenshot, then after changing any of their skills, their current MP changes to NaN:





Attempting to change their skills further crashes the game. The error message is "TypeError Cannot read property 'clamp' of null"




you have to have the core engine for any yanfly plugins to work properly
 

Adam1013

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I am using all up to date plugins at this time. 


My issue is that the armor I am creating, when equipped in game, is giving stats that I did not assign or simply giving no stat increase / alteration at all. 


I am using additional equipment types ie; arms, legs, etc. The basic types in the game (head, body) are giving odd stat changes as well as the new types I created myself.
 

bgillisp

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@adam1013: Sounds like you still have item variance turned on. By default, the plug-ins will set up a variance on your items, so that all items stats vary by +/-5. This can make it so that items with a stat < 5 ends up giving 0 of the stat. Try turning that off and seeing what happens (its under the settings for the Item Plug in if I recall right, set the variance to 0 to disable that part of the plug in).
 

Adam1013

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@bgillisp


Oh wow yeah you're right, thank you! That has been bugging me for a few days now.
 

KidCreator

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Plugin Name: Equip Battle Skills


Error Message:


index.html:1 Uncaught ReferenceError: no is not defined
/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/OrangeTimeSystem.js:266 MVC not found, OrangeTimeSystem will be using essentials (copied from MVC 1.2.1).
/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/OrangeTimeSystem.js:277 OrangeTimeSystem will be using it's internal copy of OrangeEventManager 1.1.
rpg_managers.js:1618 RangeError: Maximum call stack size exceeded
    at Game_Interpreter.pluginCommand (/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/YEP_EquipBattleSkills.js:419)
    at Game_Interpreter.pluginCommand (/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/YEP_EquipBattleSkills.js:419)
    at Game_Interpreter.pluginCommand (/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/YEP_EquipBattleSkills.js:419)
    at Game_Interpreter.pluginCommand (/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/YEP_EquipBattleSkills.js:419)
    at Game_Interpreter.pluginCommand (/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/YEP_EquipBattleSkills.js:419)
    at Game_Interpreter.pluginCommand (/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/YEP_EquipBattleSkills.js:419)
    at Game_Interpreter.pluginCommand (/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/YEP_EquipBattleSkills.js:419)
    at Game_Interpreter.pluginCommand (/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/YEP_EquipBattleSkills.js:419)
    at Game_Interpreter.pluginCommand (/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/YEP_EquipBattleSkills.js:419)
    at Game_Interpreter.pluginCommand (/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/YEP_EquipBattleSkills.js:419)


As you can probably see, running a plugin command of any variety when this script is enabled causes the "Maximum call stack size" error to occur... and as I know next to nothing about scripting, i couldn't tell you why. Is there any fix for this?


Much thanks!
 
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Can you read minds, Yanfly? Because just yesterday, I was reading about RPG spells on TV Tropes, including Mana Burn. And then the very next day, you post a Tips and Tricks about it! 


That can't be a coincidence! o_O
 

Yanfly

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I seem to be having trouble with the battle engine core, regarding the regular attack animation.


When the actor sprite is attacking an enemy, the damage animation should be playing during it, but it is playing after the actor's attack animation is done, making it awkward looking and out of sync. I've tried playing around with the plugin settings for awhile (animation base delay and next delay), but that hasn't gotten me anywhere. Motion waiting is set to false, it seems like this setting would be the one that would determine if the animation should be playing during or after an action, but it's not working or I am not using it properly.


When I turn off the engine and use default settings, there is no problem with the animation, the damage animation plays during the actor's action, so it must be some sort of setting in the battle engine core plugin. The only other plugins I am using are YED_SideviewBattler, YEP_VictoryAftermath, and YEP_MessageCore. I've tried turning these all off with just the battle engine core on, and I still have the same problem.


If you wish to synch up your battle animations, you'll have to utilize action sequences for that. If you need help with Action Sequences, visit here: 





---

Plugin Name: Equip Battle Skills


Error Message:


index.html:1 Uncaught ReferenceError: no is not defined
/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/OrangeTimeSystem.js:266 MVC not found, OrangeTimeSystem will be using essentials (copied from MVC 1.2.1).
/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/OrangeTimeSystem.js:277 OrangeTimeSystem will be using it's internal copy of OrangeEventManager 1.1.
rpg_managers.js:1618 RangeError: Maximum call stack size exceeded
    at Game_Interpreter.pluginCommand (/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/YEP_EquipBattleSkills.js:419)
    at Game_Interpreter.pluginCommand (/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/YEP_EquipBattleSkills.js:419)
    at Game_Interpreter.pluginCommand (/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/YEP_EquipBattleSkills.js:419)
    at Game_Interpreter.pluginCommand (/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/YEP_EquipBattleSkills.js:419)
    at Game_Interpreter.pluginCommand (/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/YEP_EquipBattleSkills.js:419)
    at Game_Interpreter.pluginCommand (/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/YEP_EquipBattleSkills.js:419)
    at Game_Interpreter.pluginCommand (/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/YEP_EquipBattleSkills.js:419)
    at Game_Interpreter.pluginCommand (/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/YEP_EquipBattleSkills.js:419)
    at Game_Interpreter.pluginCommand (/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/YEP_EquipBattleSkills.js:419)
    at Game_Interpreter.pluginCommand (/C:/Users/Valiant/Documents/Games/Kid%20Chronicles/js/plugins/YEP_EquipBattleSkills.js:419)


As you can probably see, running a plugin command of any variety when this script is enabled causes the "Maximum call stack size" error to occur... and as I know next to nothing about scripting, i couldn't tell you why. Is there any fix for this?


Much thanks!


For the users having problems with the Equip Battle Skills max stack error, that was a fault of mine. I have it fixed right here: http://yanfly.moe/plugins/en/YEP_EquipBattleSkills.js


---
 

Yanfly

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Lance Skyes

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I'm having an issue with Action Sequence Pack 2, and I'm not sure if it's just me expecting something out of the plugin it can't do or what, but here goes my question.


I'm trying to make it so that certain skills display a normal actor attack animation (swinging a Dagger) rather than the regular spell cast animation. The notetag I use in the Note box on the skill is as follows:


<setup action>


<motion swing: user>


</setup action>


Then, when I use the skill in playtest, it shows no text at the top, (When it should say "[Actor} attacks powerfully!"), the actor doesn't move forward at all, and she uses the spell cast animation.


I can understand that I'd probably have to specify the moving forward bit, but everything else has me puzzled. I've got the latest version of the Action Sequence Pack properly installed, named correctly, placed under Battle Engine Core, which is also named correctly and properly updated, and all of that is under the Core Engine, which is in the same state as the last two plugins. So please answer my question this time. Is it something I'm doing wrong with the notetag? Or am I just asking something impossible of the plugin? (If the latter, you need to improve your wording in the "Help" box at the Plugin Manager window.)
 
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