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Aximm

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Hi everyone, I want your help because I have a problem with the skill cooldowns plugin .


I use action sequences and cooldown commands together (in the note) but only the action sequence work :


Can you help me ?

RMMV_problem_1.PNG

RMMV_problem_2.PNG

RMMV_problem_3.PNG
 

Yanfly

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@Yanfly Just out of curiousity what exactly is Lunatic mode and do all of your plugins support it by default? That's all I want to know. 


It started off as a small joke in my VX library. Back then, I used to classify my scripts with Easy, Normal, and Hard. Easy mode being plug and play, Normal mode requiring notetag usage to function, and Hard mode requiring tinkering with the script modules. Then, I released a script that required Ruby scripting knowledge, and named it Lunatic Mode after the Touhou difficulty settings and didn't really expect it to catch on. However, a lot of users at the time loved the idea of it and began requesting it everywhere so the name for it continued on to today. Since we don't use Ruby scripting anymore in MV, Lunatic Mode would refer to JavaScript proficiency instead. Not all plugins support it, but a lot of the major ones do.
 
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*sad sigh* I was so excited for the Selection Control plugin... but now I'm too afraid to use it now that I have it because I don't know what I'm doing in terms of Target Core+AOE+this and am afraid of screwing something up in my skill of Loud Blast. Initially it removes Sleep status from an ally, but I think it'd be cool if say, it got rid of the state and also did damage to the foes (most likely front row since they'd be closest? Though sound travels very far) and/or if the ally wasn't asleep then it'd forgo the remove state thing and just hit the enemies. Why it doesn't damage any non sleeping allies too? I guess they're smart enough to cover their ears.


 I had <Target All Foes> already in the notetags pre-release, but I don't know how to take it further than that. Maybe I should stick to less complex skills?
 

Daemien

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I love the new Counter Control plugin


However, is there some way to stop counters when the target can't be reached?


Party: Archer + Front Row Ally


Enemy Party: Boss Melee (with a counter-attack)


Front Row Ally <attacks> Boss Melee. Boss Melee <counter-attacks> Front Row Ally.    (yay)
Archer <attacks> Boss Melee. Boss Melee <counter-attacks> Front Row Ally.                (huh???)


Can't reach back row, so just attacks someone else instead? :(  
 
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nerochepiace

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Plugin Name: Selection Control

Error Message: undefined is not a function

TypeError: undefined is not a function
at Game_Action.meetSelectionConditionEval (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_X_SelectionControl.js:971)
at Game_Action.checkAllSelectionConditions (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_X_SelectionControl.js:916)
at Game_Actor.Game_BattlerBase.hasValidTargets (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_X_SelectionControl.js:539)
at Game_Actor.Game_BattlerBase.canUse (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_X_SelectionControl.js:518)
at Game_Actor.Game_BattlerBase.canAttack (rpg_objects.js:2827)
at Window_ActorCommand.addAttackCommand (rpg_windows.js:5388)
at Window_ActorCommand.addAttackCommand (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_WeaponUnleash.js:849)
at Window_ActorCommand.makeCommandList (rpg_windows.js:5380)
at Window_ActorCommand.makeCommandList (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_X_ChangeBattleEquip.js:299)
at Window_ActorCommand.setup (rpg_windows.js:5413)


How to Replicate Bug: i was trying using the tag //Custom Select Condition
But any condition i put inside the tag, even condition = true; make the error appen.
The error come up at the start of the turn of the battler (the attack is replaced by the skill with the tag).

Other: the plugin are updated and no non-yanfly plugin are loaded.

Thanks.
 
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Yanfly

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I love the new Counter Control plugin


However, is there some way to stop counters when the target can't be reached?


Party: Archer + Front Row Ally


Enemy Party: Boss Melee (with a counter-attack)


Front Row Ally <attacks> Boss Melee. Boss Melee <counter-attacks> Front Row Ally.    (yay)
Archer <attacks> Boss Melee. Boss Melee <counter-attacks> Front Row Ally.                (huh???)


Can't reach back row, so just attacks someone else instead? :(  


Right, if the target cannot be countered, it will attack randomly at another individual instead.


---

Plugin Name: Selection Control

Error Message: undefined is not a function

TypeError: undefined is not a function
at Game_Action.meetSelectionConditionEval (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_X_SelectionControl.js:971)
at Game_Action.checkAllSelectionConditions (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_X_SelectionControl.js:916)
at Game_Actor.Game_BattlerBase.hasValidTargets (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_X_SelectionControl.js:539)
at Game_Actor.Game_BattlerBase.canUse (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_X_SelectionControl.js:518)
at Game_Actor.Game_BattlerBase.canAttack (rpg_objects.js:2827)
at Window_ActorCommand.addAttackCommand (rpg_windows.js:5388)
at Window_ActorCommand.addAttackCommand (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_WeaponUnleash.js:849)
at Window_ActorCommand.makeCommandList (rpg_windows.js:5380)
at Window_ActorCommand.makeCommandList (/C:/Users/Matteo/Documents/Games/Last%20Winter/js/plugins/YEP_X_ChangeBattleEquip.js:299)
at Window_ActorCommand.setup (rpg_windows.js:5413)


How to Replicate Bug: i was trying using the tag //Custom Select Condition
But any condition i put inside the tag, even condition = true; make the error appen.
The error come up at the start of the turn of the battler (the attack is replaced by the skill with the tag).

Other: the plugin are updated and no non-yanfly plugin are loaded.

Thanks.


Nice catch! Got it fixed, just redownload. :)
 

Jonnah

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I'm pretty sure I found a bug. A plugin conflict more specifically.
Plugin Name: It's (most likely) a conflict between Class Base Parameters and Status Menu Core.


Error Message:
                                                                           TypeError
Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': float parameter 3 is non-finite.


Imgur of the error and console log: https://imgur.com/a/4wTUp
Raw console ctrl c, ctrl v:


rpg_managers.js:1618 TypeError: Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': float parameter 3 is non-finite.
    at TypeError (native)
    at Bitmap.gradientFillRect (file:///C:/Users/JA/Documents/Games/test/js/rpg_core.js:781:24)
    at Bitmap.gradientFillRect (file:///C:/Users/JA/Documents/Games/test/js/plugins/YEP_CoreEngine.js:599:41)
    at Window_StatusInfo.Window_Base.drawGauge (file:///C:/Users/JA/Documents/Games/test/js/plugins/YEP_CoreEngine.js:1318:17)
    at Window_StatusInfo.drawExpGauge (file:///C:/Users/JA/Documents/Games/test/js/plugins/YEP_StatusMenuCore.js:748:10)
    at Window_StatusInfo.drawGeneralExp (file:///C:/Users/JA/Documents/Games/test/js/plugins/YEP_StatusMenuCore.js:772:10)
    at Window_StatusInfo.drawGeneral (file:///C:/Users/JA/Documents/Games/test/js/plugins/YEP_StatusMenuCore.js:688:8)
    at Window_StatusInfo.drawInfoContents (file:///C:/Users/JA/Documents/Games/test/js/plugins/YEP_StatusMenuCore.js:665:12)
    at Window_StatusInfo.refresh (file:///C:/Users/JA/Documents/Games/test/js/plugins/YEP_StatusMenuCore.js:645:8)
    at Window_StatusInfo.setSymbol (file:///C:/Users/JA/Documents/Games/test/js/plugins/YEP_StatusMenuCore.js:630:25)rpg_managers.js:1618 SceneManager.catchExceptionrpg_managers.js:1579 SceneManager.update


How to Replicate Bug: 
1. Make a new project in RPG Maker MV.
2. Install the following plugins and put them in that order (counting from the top): YEP Core Engine, YEP Base Parameter Control, YEP Class Base Parameters, YEP Status Menu Core.
3. Click apply and close the plugins window, next go to project settings (database) -> Classes.
4. Choose any class, just remember which one you chose or and add the following to its the notetag (you can do it for every class so you don't have to remember):
<Custom Class Parameters>
exp = level * 100;
</Custom Class Parameters>
5. Click apply and close the database window.
6. Click playtest, start a new game.
7. Press X and from the menu choose 'Status' and choose an actor with a class that has the notetag added.
8. You should be seeing the aforementioned error now.


Other: 
This part is probably somewhat important.

I've noticed that if I set up a battle processing event with a troop that gives EXP, go to playtest, kill the troop and then try opening the status menu for the actor, the error no longer occurs.
All of the plugins used were the most recent ones.
Here's the project folder in case you need it: click
 
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radajin

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@Yanfly I was wondering in your new class parameter plugin if there was a way to get it to level up in a random number, like 2-5 atk every level, Also is there a way to offer a scaling factor in addition to the level? i think it would be possible under your lunatic mode but i know very little about java script.... Also do you do commissioned work? Like custom work that you get paid for? We were needing some custom plug-ins made. if you'd like to discuss this privetly let me know.
 
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Crimson Dragon Inc.

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@Yanfly I was wondering in your new class parameter plugin if there was a way to get it to level up in a random number, like 2-5 atk every level, Also is there a way to offer a scaling factor in addition to the level? i think it would be possible under your lunatic mode but i know very little about java script.... Also do you do commissioned work? Like custom work that you get paid for? We were needing some custom plug-ins made. if you'd like to discuss this privetly let me know.




its possible..... currently trying to find a way to work it every level instead of only on base but once i do i'll send it to yanfly since its his plug in and he will most likely distribute it
 

Yanfly

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@Yanfly I was wondering in your new class parameter plugin if there was a way to get it to level up in a random number, like 2-5 atk every level, Also is there a way to offer a scaling factor in addition to the level? i think it would be possible under your lunatic mode but i know very little about java script.... Also do you do commissioned work? Like custom work that you get paid for? We were needing some custom plug-ins made. if you'd like to discuss this privetly let me know.


It's tricky to do as is, and not really something that would work as intended. Making the random additions into the base stat is also potentially dangerous if done incorrectly as it can permanently affect a save. This kind of thing is better done with a separate plugin.
 

Daemien

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Right, if the target cannot be countered, it will attack randomly at another individual instead.


---


Is there a way to stop this or an option to turn this off? If not, will there be in the future?
 

Witchcat

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Yanfly Icon Generator (v1.01 Update)













The Yanfly Icon Generator has been updated to version 1.01! Weapon assets have been added as well as a few others!


Get the updated Generator here: http://yanfly.moe/2016/04/01/yanfly-icon-generator-rpg-maker-mv/


Hi Yanfly! I just want to ask if you are planning to release a mac version of the Yanfly Icon Generator :) . Hope this dont sounds rude (my english is rusty) Thx for all the passion that you put in your work!
 
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kreedves

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the icon generator keeps crashing on me, i find it most vexing, i eep nedding to save, which i wouldn't mind if it were not the fact that it freezes up every other minute.


Also yanfly not sure why but i can't move with your FPSsync option plugin, is that intentional?
 

Minakill

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I have idea to make group of leader characters how is only who can take place of leader.


And if you don't have leader character you choose how you think is optimal. Always i think if happend you lost all leaders it's not best.


Are you want make Tips & Tricks video? Or i can try make it "from the scrap".
 
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Superhiro_Nik

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Is it intended that characters always start with enough EXP to reach level 2 right away when using Class Base Parameters to set the exp curve?


I'm using the formula:


<Custom Class Parameters>


exp = level * 5 + 15;


</Custom Class Parameters>


And my character always starts the game with 20 EXP.
 

slycode

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Hello,


I'm having a problem, and I have searched everywhere and have not found a solution. I am using Yanfly's Skill Learn system, and basically I use the same skill over and over with increasing JP costs- which works with the following code, where it basically updates the amount of times used by a variable. The problem is, I can't figure out how to make the cost update properly.


<Learn Cost: 1 JP>


<Learn Cost Eval>


user.addCParam(0, 1);


user.forgetSkill(5);


if (user.isLearnedSkill(5) == false) {


skill.learnCostJp = $gameVariables.value(1);


$gameVariables.setValue(1, ($gameVariables.value(1)) + 10);


}


user.refresh();


</Learn Cost Eval>


Whenever you go to buy the skill it will display the initial JP cost, but when you buy it, it will take, for example, the 1 JP away, then it will take away the additional amount at the end.


So the cost may be "X" JP, but it's taking away the cost of the next skill as well. I have tried switching things around, using T/F statements, but it seems like the plugin simply runs the full piece of code before taking out the JP. Another thing as well, when you save the game and quit, it displays the initial start amount for the skill, but deducts the normal amount that you left off at before it updates back to the "correct" amount. One other thing I found, which I don't know if it really matters, if you have the user.forget skill after the T/F statement it counts the skill learned as true even when you have not learned it yet, when going back for another round of learning.


Does anybody know how to fix this updating problem, or point me in the right direction?


Thanks for the help.
 

Audorn

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Plugin Name: YEP_X_ExtMesPack1   -  Reported on page 141, haven't heard if it was an intended function of the plugin.


Plugin Name: YEP_X_AttachAugments


I am trying to add an augment to an item in an equipment slot via javascript in an event that runs to initialize my game.


I've narrowed down the error a bit, and it's easy to reproduce.


Here's some script from my parallel event from game start:


------------------------------


  $gameActors.actor(1).changeEquipById(3,136);// UFM Implant


  ItemManager.installAugmentToSlot($gameActors.actor(1).equips()[2], $dataItems[81], 0);


------------------------------


The Equipment is added to the slot as intended, but the attempt to install augment to it throws this error:  


----------


TypeError: Cannot set property '0' of undefined
    at Function.ItemManager.installAugmentToSlot (file:///F:/Kaos/Kaos/js/plugins/YEP_X_AttachAugments.js:718:37)
    at Game_Interpreter.eval (eval at <anonymous> (file:///F:/Kaos/Kaos/js/rpg_objects.js:10439:10), <anonymous>:4:13)
    at Game_Interpreter.command355 (file:///F:/Kaos/Kaos/js/rpg_objects.js:10439:5)
    at Game_Interpreter.executeCommand (file:///F:/Kaos/Kaos/js/rpg_objects.js:8897:34)
    at Game_Interpreter.update (file:///F:/Kaos/Kaos/js/rpg_objects.js:8805:19)
    at Game_Event.updateParallel (file:///F:/Kaos/Kaos/js/rpg_objects.js:8716:27)
    at Game_Event.update (file:///F:/Kaos/Kaos/js/rpg_objects.js:8708:10)
    at file:///F:/Kaos/Kaos/js/rpg_objects.js:6033:15
    at Array.forEach (native)
    at Game_Map.updateEvents (file:///F:/Kaos/Kaos/js/rpg_objects.js:6032:19)rpg_managers.js:1722 SceneManager.catchExceptionrpg_managers.js:1683 SceneManager.update


----------


I copied the ItemManager.installAugmentToSlot() function and removed it from the event.  Then I pasted it into the console at each point as I navigated the main menu, item scene, equipment category, and resting selection on the equipped item (but not selecting it yet, so I can't see the augment slots).  It always threw the same error.


Next, I selected the item so I could see the augment slots, then pasted the command in the console again.  It worked perfectly.


Is there a way to fix this so that I can add the augments to equipped items before accessing them from the equipment category in the item scene for the first time?  If not, could someone suggest how I could circumvent the issue?  I know how to call the item scene, but I haven't had to figure out how to force the selection into a category or select an item from one of the categories, or even exit the scene yet.  I'll start looking for the commands that let me do that if it's the only way.  Thank you!


I'm little more than a dabbler in programming, but I hope the information helps.
 

darico06

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Hi Yanfly. Excellent plugins! Encountering a problem though.


Plugin Name: YEP_X_Subclass


Error Message: Uncaught ReferenceError: Yes is not defined
rpg_managers.js:1722 TypeError: undefined is not a function
    at Game_Actor.isSublcassEarnJp (file:///C:/Users/Michael/Documents/Games/Quest/js/plugins/YEP_JobPoints.js:489:15)
    at Game_Actor.gainJp (file:///C:/Users/Michael/Documents/Games/Quest/js/plugins/YEP_JobPoints.js:482:52)
    at Game_Actor.levelUp (file:///C:/Users/Michael/Documents/Games/Quest/js/plugins/YEP_JobPoints.js:521:8)
    at Game_Actor.changeExp (file:///C:/Users/Michael/Documents/Games/Quest/js/rpg_objects.js:3870:14)
    at Game_Actor.changeLevel (file:///C:/Users/Michael/Documents/Games/Quest/js/rpg_objects.js:3933:10)
    at Game_Party.<anonymous> (file:///C:/Users/Michael/Documents/Games/Quest/js/rpg_objects.js:4868:19)
    at Array.forEach (native)
    at Game_Party.setupBattleTestMembers (file:///C:/Users/Michael/Documents/Games/Quest/js/rpg_objects.js:4865:30)
    at Game_Party.setupBattleTest (file:///C:/Users/Michael/Documents/Games/Quest/js/rpg_objects.js:4860:10)
    at Game_Party.setupBattleTest (file:///C:/Users/Michael/Documents/Games/Quest/js/plugins/YEP_SkillLearnSystem.js:627:43)


OR - (if attempting to use a skill)


Uncaught ReferenceError: Yes is not defined
rpg_managers.js:1722 TypeError: undefined is not a function
    at Game_Actor.isSublcassEarnJp (/C:/Users/Michael/Documents/Games/Quest/js/plugins/YEP_JobPoints.js:489)
    at Game_Actor.gainJp (/C:/Users/Michael/Documents/Games/Quest/js/plugins/YEP_JobPoints.js:482)
    at Game_Actor.Game_Battler.useItem (/C:/Users/Michael/Documents/Games/Quest/js/plugins/YEP_JobPoints.js:400)
    at Function.BattleManager.startAction (/C:/Users/Michael/Documents/Games/Quest/js/plugins/YEP_BattleEngineCore.js:1888)
    at Function.BattleManager.startCTBAction (/C:/Users/Michael/Documents/Games/Quest/js/plugins/YEP_X_BattleSysCTB.js:1106)
    at Function.BattleManager.selectNextCommand (/C:/Users/Michael/Documents/Games/Quest/js/plugins/YEP_X_BattleSysCTB.js:1006)
    at Scene_Battle.selectNextCommand (rpg_scenes.js:2295)
    at Scene_Battle.selectNextCommand (/C:/Users/Michael/Documents/Games/Quest/js/plugins/YEP_BattleEngineCore.js:4047)
    at Scene_Battle.onEnemyOk (rpg_scenes.js:2346)
    at Window_BattleEnemy.Window_Selectable.callHandler (rpg_windows.js:896)


How to Replicate Bug: This error only occurs when the Subclass plugin is active and at the start of battle. The only parameters changed are 'Subclass command' (named it Specialisation) and 'Show command' (false). I have attached an image of my actor notes incase the error is there. If the actor level is low, the battle will start but the error will occur when the first person (actor or enemy) uses a move other than Guard. Using a skill results in the second error message whilst using the attack function results in the first. Possibly having something to do with the animation (which are default). If I set the actor levels higher during the test, the battle will not start and instead I get the first error message straight away. This happens both in the Battle Test and Play Test.


Many thanks and hoping you can help!


Subclass Actor Example.png
 
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