Status
Not open for further replies.

Chaos17

Dreamer
Veteran
Joined
Mar 13, 2012
Messages
1,311
Reaction score
485
First Language
French
A reminder for people who might forgot Yanfly rules:

NOTE: I'll only provide support for my own plugins and code that I, myself, have provided
See first post for more details.
 

Crimson Dragon Inc.

Crimson Dragon
Veteran
Joined
Aug 8, 2012
Messages
921
Reaction score
134
First Language
english
Primarily Uses
RMMV
Taunt doesn't seem to work for me. I followed the steps in your video, and try putting under enemy tags <Certain Taunt> <Physical Taunt> and <Magical Taunt>, but it still enables me to choose the boss, which shouldn't happen nor do I want to.
try putting those on a passive state and then put passive state on the enemies
 

firestalker

Veteran
Veteran
Joined
Nov 18, 2015
Messages
390
Reaction score
50
First Language
English
Primarily Uses
RMMV
Did I miss the Plugin Preview?  What's the next plugin coming?  Is there one coming on Friday?  Not that it's required or anything, I'm just wondering if I missed something...
 

Mcleavestein

Veteran
Veteran
Joined
Feb 15, 2016
Messages
51
Reaction score
12
First Language
English
Primarily Uses
Hi Yanfly! I love your plugins.


I'm not sure if this is working as intended or if it is a bug. I am using your YEP_X_BattleSysATB and YEP_BuffsStatesCore in conjunction with your core engine and battle core. For some reason when I am using both ATB and Buff States Core, states that use the "Cannot Move" restriction lose one turn to their duration every time the enemy takes damage.  For example, I have a Trip ability that knocks the enemy prone, and prevents them from acting for 2 rounds. If I then attack the enemy, the turn counter for the state goes down to 1, and if I hit it again, the state disappears. This only seems to happen when using "Cannot Move" and when ATB and Buff States are BOTH turned on. States seem to react normally otherwise.


Any help would be much appreciated.


Thanks!


PS, I updated all my plugins, and turned off all of them except for YEPcore, Battle Core, ATB, and Buff states.
 

Tuomo L

Oldbie
Veteran
Joined
Aug 6, 2012
Messages
2,327
Reaction score
1,286
First Language
Finnish
Primarily Uses
RMMV
Not really sure what's going on but after the 1.2 update, I think my action sequences somehow got borked. A character casts the spell (and deals the damage and shows the animation) then does the action sequence and deals the damage again.
 

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
Hi Yanfly! I love your plugins.


I'm not sure if this is working as intended or if it is a bug. I am using your YEP_X_BattleSysATB and YEP_BuffsStatesCore in conjunction with your core engine and battle core. For some reason when I am using both ATB and Buff States Core, states that use the "Cannot Move" restriction lose one turn to their duration every time the enemy takes damage.  For example, I have a Trip ability that knocks the enemy prone, and prevents them from acting for 2 rounds. If I then attack the enemy, the turn counter for the state goes down to 1, and if I hit it again, the state disappears. This only seems to happen when using "Cannot Move" and when ATB and Buff States are BOTH turned on. States seem to react normally otherwise.


Any help would be much appreciated.


Thanks!


PS, I updated all my plugins, and turned off all of them except for YEPcore, Battle Core, ATB, and Buff states.


In the event I won't be able to reproduce your error, I'd like to ask you to do the following:


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. Please do not use a website that involves timers like 4shared, RapidShare, etc.
10. Post the link here and I'll take a look at it.


Thanks for helping!


---

Did I miss the Plugin Preview?  What's the next plugin coming?  Is there one coming on Friday?  Not that it's required or anything, I'm just wondering if I missed something...


Nah, you didn't. I didn't have the time to make one this weekend since I was out of town.


---

Not really sure what's going on but after the 1.2 update, I think my action sequences somehow got borked. A character casts the spell (and deals the damage and shows the animation) then does the action sequence and deals the damage again.


That's unlikely. From MV 1.1.0 to MV 1.2.0, nothing was changed about the battle system. Changes seen here: http://yanfly.moe/2016/04/21/rpg-maker-mv-v1-2-0-update-is-out/
 

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
I have no idea what has caused it but that is what happens.


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.
 

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
Tips & Tricks - Destiny Bond










Destiny Bond is a move from Pokémon that makes the user enter a Destiny Bond state. If the user gets K.O.'d while in this state, the user will take down its attacker with it for a double K.O.! You can now recreate this effect in RPG Maker MV!


You can grab the copy/paste version of the code here:
Yanfly.moe: http://yanfly.moe/2016/05/11/tips-tricks-destiny-bond-pokemon/


Happy Destiny Bonding!~
 

forteller

Veteran
Veteran
Joined
Dec 2, 2013
Messages
105
Reaction score
19
First Language
English
Primarily Uses
So is there any way to check if a battler is a certain subclass?  like i know i can can do User.isClass() is there one for subclass as well?


Edit: Nvm its user._subclassId == Classid
 
Last edited by a moderator:

Cerileyn

Villager
Member
Joined
Apr 25, 2016
Messages
26
Reaction score
2
First Language
English
Primarily Uses
Hey Yanfly!


I've fallen in love with your plugins!! I have been able to do some pretty amazing things with them so far.  However there are some questions I have for some of them, not just for you, but for anyone in this thread who understands what's under the hood of his plugins that can answer my questions :)


YEP_BattleStatusWindow:


I love how useful this plugin is, that it shows you basically everything you need with minimal window space, however I would rather do without the faces.  I would also like to be able to shrink down the height of the window itself.  Is there a way to reduce the height of the window, and remove the faces? The battlers I am using are a bit larger than the default and having a thinner battle status window would allow me to see all of them better.  Other than this, the plugin is perfect for me.


YEP_ItemCore & YEP_EquipCore:


These plugins are wonderful.  Very detailed and they add a lot of information MV wouldn't otherwise.  But I am not sure on some things.  maybe I am just doing it wrong?


For equipment variance, I understand how the note tags work for variations on randomizing beginning stats.  Does this not include equipment you start a character with? For instance, I have a leather coat with a starting DEF of +10.  I put in the note tag <Random Variance: 10>, which, as I understood it, was going to give me a leather coat with anywhere between a +0 DEF and a +20 DEF, yet when I look at my characters' armor, it will always have +10 DEF.  Also, when writing out an Info Text note tag, I want to display a brief description of each item's/equipment's stat modifiers, including those with variations.  I tried writing it out like this:


<Info Text Top>


\c[3]DEF+ <Random Variance: 10>


</Info Text Top>


I was embarrassed to discover the info text note tag was WYSIWYG save the message code itself.


So if I pick up a piece of equipment, say, a short sword, that has a base attack of +5, with a random variation of 6, how would I create a note tag for the info text that shows the equipment's stat boost plus its random variance?


A similar question about items that repair durability.  I need to create an item that repairs a piece of equipment for a random variance rather than a set value.  For instance, up to 10% of an item's max durability, rather than just 10?


Any help to these questions would be greatly appreciated :) Thanks <3
 
Last edited by a moderator:

Chaos17

Dreamer
Veteran
Joined
Mar 13, 2012
Messages
1,311
Reaction score
485
First Language
French
I love how useful this plugin is, that it shows you basically everything you need with minimal window space, however I would rather do without the faces. 


THIS THREAD WILL BE USED FOR UPDATES 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.


 


NOTE: I'll only provide support for my own plugins and code that I, myself, have provided.



 
Last edited by a moderator:

ShinGadrian

Villager
Member
Joined
Oct 26, 2015
Messages
9
Reaction score
1
First Language
English
Plugin Name: YEP_AbsorptionBarrier.js


Hello again Yanfly,


I found a new bug, or something to do with the command of reducing barrier points via skills when you apply the barrier that last for a few turns. If the skill is one that applies barrier without turns condition then i can remove using the commands of the plugin but the one that last a few turns doesn't seem to be working with any commands. Could you please check it out?


I have the new sample project with only the basic plugins for this ready if you want to check again: https://www.dropbox.com/s/wmtrjv7hp2gjnti/Project3.rar?dl=0


There is a battle with 2 bats, each with the barrier type skill and Harold got the "Undo Barrier" skills.
 

Tuomo L

Oldbie
Veteran
Joined
Aug 6, 2012
Messages
2,327
Reaction score
1,286
First Language
Finnish
Primarily Uses
RMMV
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.


I found the problem, I had set my animation to screen. Changing the position to feet solved this problem.
 

darkslasher21

Villager
Member
Joined
May 23, 2014
Messages
10
Reaction score
0
First Language
turkish
Primarily Uses
Hey Yanfly


why are the hestia knife, rod of ages and mejai's soulstealer does not work i copied and pasted all of your notes and did not add or detract anything. Please help me this time. This is my third same post but this is so important for me. :/ .

Ad2sız (2).png

Ads3ız.png

Adsı2z (2).png
 

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
Plugin Name: YEP_AbsorptionBarrier.js


Hello again Yanfly,


I found a new bug, or something to do with the command of reducing barrier points via skills when you apply the barrier that last for a few turns. If the skill is one that applies barrier without turns condition then i can remove using the commands of the plugin but the one that last a few turns doesn't seem to be working with any commands. Could you please check it out?


I have the new sample project with only the basic plugins for this ready if you want to check again: https://www.dropbox.com/s/wmtrjv7hp2gjnti/Project3.rar?dl=0


There is a battle with 2 bats, each with the barrier type skill and Harold got the "Undo Barrier" skills.


It's not really something wrong with it, but I suppose the mechanic is a bit unclear and poorly done on my part. The <Target Barrier x Turns: -y> targets the barrier points at exactly turn x. Since each turn, the barrier points shift downward, your 3 turn barrier cast by the enemy becomes a 2 turn barrier and so on. However, it seems that even with that as my intention, the mechanic isn't working properly. I'll have to see what's going on with this tonight.


---

Hey Yanfly


why are the hestia knife, rod of ages and mejai's soulstealer does not work i copied and pasted all of your notes and did not add or detract anything. Please help me this time. This is my third same post but this is so important for me. :/ .


View attachment 37947


View attachment 37948


View attachment 37949


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.
 

emelian65

Veteran
Veteran
Joined
Sep 13, 2015
Messages
190
Reaction score
50
First Language
Spanish
Primarily Uses
Hello I have a question regarding a somewhat old Plug-In it's the Absorsion barrier plug-In.


I want to make Elemental Barrier as skills which are barrier that nulls an element while protecting the character Hp, it could be a easely as make the barrier skill to add a state but sometimes the enemies deal a lot of damage and the barrier goes down before the state runs out, how could I make it so in that case the state also goes away?
 
Last edited by a moderator:

darkslasher21

Villager
Member
Joined
May 23, 2014
Messages
10
Reaction score
0
First Language
turkish
Primarily Uses
It's not really something wrong with it, but I suppose the mechanic is a bit unclear and poorly done on my part. The <Target Barrier x Turns: -y> targets the barrier points at exactly turn x. Since each turn, the barrier points shift downward, your 3 turn barrier cast by the enemy becomes a 2 turn barrier and so on. However, it seems that even with that as my intention, the mechanic isn't working properly. I'll have to see what's going on with this tonight.


---


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.
Thanks Yanfly you saved me again :D  i only updated equip core v1.12 to v1.14 and everything works perfect :)  .
 

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
Hello I have a question regarding a somewhat old Plug-In it's the Absorsion barrier plug-In.


I want to make Elemental Barrier as skills which are barrier that nulls an element while protecting the character Hp, it could be a easely as make the barrier skill to add a state but sometimes the enemies deal a lot of damage and the barrier goes down before the state runs out, how could I make it so in that case the state also goes away?


Elemental Barriers do not exist. You can make a request here: http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/
 

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
New changes will be done for the bug reporting system for Yanfly Engine Plugins effective this post:


RPG Maker MV launched October 23, 2015. As did Yanfly Engine Plugins. However, since that very date, there's been lots of bug reports filed. Unfortunately, more than what I estimate to be 70% of them are user error. However, I've spent more than what I deem to be an acceptable amount of time chasing these "bugs" that do not exist or "bugs" that people think are caused by Yanfly Engine Plugins just because my plugins exist in their project. More time wasted on here means less time I can spend working on plugins, utilities, etc. for everybody to enjoy. In short, these faux-bug reports are hurting progress at everybody's expense. Therefore, I'm implementing a new change to the bug report system.


Any bug reports submitted from this point onward must have a new project with them where the bug is 100% replicated.


---


ALL bug reports MUST follow these guidelines and use this template: 


Plugin Name: (What is the name of the plugin?)


Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)


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.)


Sample Project (REQUIRED): A sample project MUST be attached to the bug report. All steps MUST be followed. If a single step is ignored, the bug report is invalid and I will move on to the next bug report.


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. If I do not see an empty project with Harold, Therese, Marsha, and Lucius, I will not look any further.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 EXACT order listed on http://yanfly.moe/yep/. The ordering of plugins is important.7. Recreate the error in the sample project. MAKE SURE you are using notetags in the right place and haven't misspelled anything.8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.9. Do -NOT- deploy the project through File > Deployment. Upload the project online to a website like MediaFire.com or Mega.co.nz or Dropbox. Please 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 to somewhere else.10. Post the link here and I'll take a look at it.


---


I hope you all understand the need for bug reports from this point onward to be uploaded. It's just how serious I am about keeping time and fixing bugs. And because I am that serious, I expect users to be just as serious about fixing their game, too.
 
Last edited by a moderator:
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 4)

Latest Threads

Latest Posts

Latest Profile Posts

He mad, but he cute :kaopride:

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!

Forum statistics

Threads
106,035
Messages
1,018,459
Members
137,821
Latest member
Capterson
Top