Status
Not open for further replies.

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
Hi, Yanfly!


I'm very impressed with your plugin suite; you are one major contributor to the indie community! I'm especially excited about your newest plugin, the Common Event Menu! 


I'm having a little trouble getting it to display more than one selection, though :-( 


After setting the Window Columns parameter to 6, I used the plugin command AddCommonEventMenu 1 2 3 4 5 6 in common event #6, which I believe creates 6 listings for the Menu and assigns them to the first 6 common events in my common event list. After creating the other 5 common events I assigned names to each of them through both the <Menu Name> key tags and assigning a name to them from the "General Settings" Window.  


The screen shot below shows the event I made that calls the common event menu. Where am I messing up?


Thank you so much for your help!


View attachment 38266


View attachment 38235


It's best if you rewatch the video again for clarity. 












---

hi yanfly,, I still have same bug from creating a new project and downloading all your plugins again so there all correct versions etc.


and still when my players kill and enemy my game crashes and I get unexpected token.


still runs fine when buffs and status core is turned off, which is strange as I yet to even make and skills using that plugin.


could you please let me know if it is a bug or just me or my game lol. I've attached pics and thank you for all work.


View attachment 38285


View attachment 38287


View attachment 38286


View attachment 38288


NOTE: I'll only provide support for my own plugins and code that I, myself, have provided. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. That said, any modifications you've made to the plugins itself, any custom Lunatic Mode code you've made yourself that isn't provided by me, or problems with the source code will not be supported by me either.


---

I seems to have found a bug, or an odd behavior, in either MessageCore, or ItemCore.


if one uses the following note tag on a weapon (with leading spaces because I had normal sized text there and it also didn't work):

Code:
<Info Text Top>
 
 
\fs[12]\i[189]Knave\px[130]\i[102]Ranger\px[260]\i[96]Rogue
\fs[12]\i[79]Acolyte\px[130]\i[109]Wizard\px[260]\i[118]Archmage
\fs[12]Pyromancer\px[130]Cryomancer\px[260]Electromancer
\fs[12]Hydromancer
</Info Text Top>
The vertical align of the text is inconsistent between lines in-game. The first line seems to be centered, but all subsequent lines are aligned to the top. This is especially noticeable when you're using icons in the lines, but even without them, there are uneven spaces between the first and second lines, and all subsequent lines. See images:


View attachment 38294View attachment 38295


Unless I'm blind, there doesn't seem to be an option in MessageCore to set the v-align of texts, and if there were, I don't think it would affect this window.


Through testing, it appears that if I change the font size to something different than the previous line, it is center aligned again.


False alarm, this is not the case, after all.


Edit: If I use \fr at the end of each line, the align resets to center for the next line.


Bug or intended design?


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.
 

CodePrincess

Warper
Member
Joined
May 16, 2016
Messages
2
Reaction score
0
First Language
English
Primarily Uses


Okay, I'll try again. Thank you for your time!
 
Last edited by a moderator:

ramza

Lunatic Coder
Veteran
Joined
Jan 28, 2013
Messages
781
Reaction score
492
First Language
English
Primarily Uses
RMMV
Plugin Name: MessageCore, EquipCore, or ItemCore


Bug Explanation: Text in the <Info Text (top/bottom)> note tag is not vertically aligned properly if you use \fs[x] to change the font size, on the equip menu or the item menu.


equipmenu2.pngEquipmenu.png


Exact Steps on How to Replicate Bug:

  • Create a weapon or item that has an <Info Text Top> note tag on it
  • In that notetag, change the fontsize of the text using \fs[12]
  • make multiple lines (each line has to have \fs[12] as a line break resets the text size)
  • test play the game and look at the info text on a menu that shows it (equip or item scene)
  • note that the vertical alignment of the first line is centered, but all subsequent lines are top-aligned, making the first and second lines closer together than any subsequent lines
  • If this is difficult to see, put an icon in the line (\fs[12]\i[2]text here)
  • if you end a line with \fr and then start the next line with \fs[12] again, the first line is again, center aligned.



Sample Project (REQUIRED):


infotextissues.zip
 

wrigty12

Just a QAer playing with Javascript
Veteran
Joined
Jan 11, 2014
Messages
629
Reaction score
162
First Language
English
Primarily Uses
RMMZ
Hi Yanfly,


Plugin Name: YEP_Party_System


Bug Explanation:


I'm using the NASTY Replace Window plugin to replace 2 windows in the Battle Scene. Normally it leaves all other windows alone, but for some reason, when I turn on the NASTY plugin, it causes 3 of the windows in your YEP Party System plugin to disappear (Specifically, the following: Window_PartyMenuCommand (see line 636 of YEP plugin), Window_PartySelect (line 717 of YEP), and Window_PartyList (line 900 of YEP)).


Here is the NASTY Replace Window plugin: https://raw.githubusercontent.com/Nelderson/NASTY_RPGMakerMV_Scripts/master/Nasty_Replace_Window_with_Picture.js


Since it's a short plugin, I'd hope that you would maybe see why your windows are disappearing only in the Formation scene. I hope it can easily be fixed!


Here's what the formation scene looks like:


 
Last edited by a moderator:

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
Plugin Name: MessageCore, EquipCore, or ItemCore


Bug Explanation: Text in the <Info Text (top/bottom)> note tag is not vertically aligned properly if you use \fs[x] to change the font size, on the equip menu or the item menu.


View attachment 38295View attachment 38294


Exact Steps on How to Replicate Bug:

  • Create a weapon or item that has an <Info Text Top> note tag on it
  • In that notetag, change the fontsize of the text using \fs[12]
  • make multiple lines (each line has to have \fs[12] as a line break resets the text size)
  • test play the game and look at the info text on a menu that shows it (equip or item scene)
  • note that the vertical alignment of the first line is centered, but all subsequent lines are top-aligned, making the first and second lines closer together than any subsequent lines
  • If this is difficult to see, put an icon in the line (\fs[12]\i[2]text here)
  • if you end a line with \fr and then start the next line with \fs[12] again, the first line is again, center aligned.



Sample Project (REQUIRED):


infotextissues.zip


Thanks for your cooperation! I'll get this fixed by tonight.


---

Hi Yanfly,


Plugin Name: YEP_Party_System


Bug Explanation:


I'm using the NASTY Replace Window plugin to replace 2 windows in the Battle Scene. Normally it leaves all other windows alone, but for some reason, when I turn on the NASTY plugin, it causes 3 of the windows in your YEP Party System plugin to disappear (Specifically, the following: Window_PartyMenuCommand (see line 636 of YEP plugin), Window_PartySelect (line 717 of YEP), and Window_PartyList (line 900 of YEP)).


Here is the NASTY Replace Window plugin: https://raw.githubusercontent.com/Nelderson/NASTY_RPGMakerMV_Scripts/master/Nasty_Replace_Window_with_Picture.js


Since it's a short plugin, I'd hope that you would maybe see why your windows are disappearing only in the Formation scene. I hope it can easily be fixed!


Here's what the formation scene looks like:




From the front page
 


NOTE: I'll only provide support for my own plugins and code that I, myself, have provided. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. That said, any modifications you've made to the plugins itself, any custom Lunatic Mode code you've made yourself that isn't provided by me, or problems with the source code will not be supported by me either.
 
Last edited by a moderator:

wrigty12

Just a QAer playing with Javascript
Veteran
Joined
Jan 11, 2014
Messages
629
Reaction score
162
First Language
English
Primarily Uses
RMMZ
From the front page
 


NOTE: I'll only provide support for my own plugins and code that I, myself, have provided. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. That said, any modifications you've made to the plugins itself, any custom Lunatic Mode code you've made yourself that isn't provided by me, or problems with the source code will not be supported by me either.


Right, sorry... I found a workaround for it. For some reason those 3 windows in your plugin were returning "" when requesting the constructor.name
 

ramza

Lunatic Coder
Veteran
Joined
Jan 28, 2013
Messages
781
Reaction score
492
First Language
English
Primarily Uses
RMMV
I see that update already, well done.


I have another bug to report though, CounterControl this time.


Plugin Name: YEP_X_CounterControl


Bug Explanation: The 'Eval' counter condition doesn't work.


Error Report:


TypeError: string is not a function
at Function.BattleManager.checkCounterEval (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1189:12)
at Function.BattleManager.checkCounterLine (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1082:19)
at Function.BattleManager.getCounterCondition (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1073:17)
at Function.BattleManager.meetCounterConditions (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1048:26)
at Function.BattleManager.getCounterSkill (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1039:16)
at Function.BattleManager.invokeCounterAttack (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1006:33)
at Function.BattleManager.invokeAction (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_BattleEngineCore.js:1717:10)
at Function.<anonymous> (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_BattleEngineCore.js:2309:14)
at Array.forEach (native)
at Function.BattleManager.actionActionEffect (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_BattleEngineCore.js:2306:13)


Exact Steps on How to Replicate Bug:

  • Give Harold a 100% counter chance.
  • Put the tag <Counter Skills: 9> on his actor note box
  • On Skill 9 (fire) in the database put the following note tag:

<Counter Condition>
Physical Hit
Eval: defender.hpRate() <= 0.50
</Counter Condition>

  • Do a test battle and have the enemy attack Harold
  • Note that if he is hit, when the script checks to see if this is a valid attack the game errors out with the following message: "TypeError string is not a function"



Sample Project (REQUIRED):


counterissue.zip
 

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
I see that update already, well done.


I have another bug to report though, CounterControl this time.


Plugin Name: YEP_X_CounterControl


Bug Explanation: The 'Eval' counter condition doesn't work.


Error Report:



TypeError: string is not a function
at Function.BattleManager.checkCounterEval (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1189:12)
at Function.BattleManager.checkCounterLine (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1082:19)
at Function.BattleManager.getCounterCondition (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1073:17)
at Function.BattleManager.meetCounterConditions (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1048:26)
at Function.BattleManager.getCounterSkill (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1039:16)
at Function.BattleManager.invokeCounterAttack (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_X_CounterControl.js:1006:33)
at Function.BattleManager.invokeAction (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_BattleEngineCore.js:1717:10)
at Function.<anonymous> (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_BattleEngineCore.js:2309:14)
at Array.forEach (native)
at Function.BattleManager.actionActionEffect (file:///C:/Users/Ramza/Documents/Games/Project6/js/plugins/YEP_BattleEngineCore.js:2306:13)


Exact Steps on How to Replicate Bug:

  • Give Harold a 100% counter chance.
  • Put the tag <Counter Skills: 9> on his actor note box
  • On Skill 9 (fire) in the database put the following note tag:


<Counter Condition>
Physical Hit
Eval: defender.hpRate() <= 0.50
</Counter Condition>

  • Do a test battle and have the enemy attack Harold
  • Note that if he is hit, when the script checks to see if this is a valid attack the game errors out with the following message: "TypeError string is not a function"



Sample Project (REQUIRED):


counterissue.zip


Thanks, I'll look at this and get it fixed by tonight.


---

Hello Yanfly!


I have a problem about "Skill".


When I used "Skill" menu, the game will be error like this.


I have attached for your check here....


https://drive.google.com/open?id=0B92dngLH7ro3MUpONEhrMEhGdTQ


Thank you so much. <3


View attachment 38356


Thanks, I actually already fixed this this morning. Give it a try: https://www.dropbox.com/s/50wrn67572y2oae/YEP_EquipBattleSkills.js?dl=0
 

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
Tips & Tricks - Statikk Shiv (League of Legends)










The Statikk Shiv is a weapon from League of Legends. As time passes, it increases in charge counter. From basic attacks, the charge counter also increases. Once the weapon reaches 100 statikk charge, the next basic attack will proc a statikk shock across 5 random enemies!


You can grab the copy/paste code here:
Yanfly.moe: http://yanfly.moe/2016/05/18/tips-tricks-statikk-shiv-league-of-legends-rpg-maker-mv/
 

DragoHorse

Villager
Member
Joined
Feb 2, 2014
Messages
8
Reaction score
0
First Language
Dutch
Primarily Uses
---


When you use the <Require Subclass: x> notetag, that makes the skill into a subclass only skill.


---
Thanks, I found a way how I like it. :)
And I got another question. xP


I'm only using your plugins for now and I'm now at the Item Synthesis plugin, but it's not showing up in the main menu.
Tryed it with a new project with only the plugins main core and item core, even without the item core, it's not showing.


Thanks in advance.
 
Last edited by a moderator:

Daemien

Veteran
Veteran
Joined
Nov 2, 2015
Messages
48
Reaction score
10
First Language
English
OK! Apparently quoting is hard for me!!! So I hope you remember lol. Here is for the magic countering and certain skill countering when having the DEFAULT counter set as 0.


Sorry for the delay! I tried to keep it under 200 MB, but its still slightly over. Sorry.

  • Bats set up to cast Fire on the second turn.
  • Sword equipped to Harold giving 100% counter and the Bats have 100% counter...just cause. 
  • Evade then counter is set to off within the plugin.
  • Default counter set to 0
  • All 3 default counter conditions in the plugin are set to "True"



If you fight them for 2 turns, Harold will counter everything including the Fire Skill.


https://www.dropbox.com/s/44aokwf2s5ovgz2/RecreatedCounterError.rar?dl=0
 
Last edited by a moderator:

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
OK! Apparently quoting is hard for me!!! So I hope you remember lol. Here is for the magic countering and certain skill countering when having the DEFAULT counter set as 0.


Sorry for the delay! I tried to keep it under 200 MB, but its still slightly over. Sorry.

  • Bats set up to cast Fire on the second turn.
  • Sword equipped to Harold giving 100% counter and the Bats have 100% counter...just cause. 
  • Evade then counter is set to off within the plugin.
  • Default counter set to 0
  • All 3 default counter conditions in the plugin are set to "True"



If you fight them for 2 turns, Harold will counter everything including the Fire Skill.


https://www.dropbox.com/s/44aokwf2s5ovgz2/RecreatedCounterError.rar?dl=0


Thanks, I'll take a look at this after work today.
 

Sait™

Villager
Member
Joined
Apr 7, 2016
Messages
22
Reaction score
5
Primarily Uses
I'm using MessageCore plugin (also Message Extended Pack). When I use \fi to display italic text, it works perfect on windows (node-webkit) but when I run game on Mozilla Firefox, the italic effect won't work. Hope you will fix it
 

EliteFerrex

Veteran
Veteran
Joined
Oct 26, 2015
Messages
43
Reaction score
14
First Language
English
Primarily Uses
Hi, Yanfly! First time posting here, so thank you very much in advance.


I have a question regarding the PartySystem plugin.


After installing the plugin, I can't seem to get the Formation command to appear in battle. I have the appropriate settings set to "true", and have tried making an event that activates Plugin Commands "ShowBattleFormation" and "EnableBattleFormation", as well as event pages in each individual Troop that activate the same Plugin Commands on Turn 0, but still don't see anything.


I'm not sure what I'm doing wrong, there.

PartySystem Settings.png


image.png
 
Last edited by a moderator:

Tuomo L

Oldbie
Veteran
Joined
Aug 6, 2012
Messages
2,327
Reaction score
1,286
First Language
Finnish
Primarily Uses
RMMV
The Save Menu Core has some sort of a memory leak or something, after saving with it enabled; my FPS dropped upon transfer to new map to around 20 FPS or bellow. Disabling the Save Menu Core made me run on 60 FPS. :o
 

cekobico

Veteran
Veteran
Joined
May 8, 2015
Messages
353
Reaction score
159
First Language
Indonesian
Primarily Uses
Not exactly a bug....but it seems that Equip Core's bottom-right window don't adapt to non-standard window resolution. 





As you can see, the LUK stat comparison is cropped. 


I'm using 960x544px and Font Size is 20.
 

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
I'm using MessageCore plugin (also Message Extended Pack). When I use \fi to display italic text, it works perfect on windows (node-webkit) but when I run game on Mozilla Firefox, the italic effect won't work. Hope you will fix it


I'm sorry, but I don't have access to Mozilla Firefox's code.


---

Hi, Yanfly! First time posting here, so thank you very much in advance.


I have a question regarding the PartySystem plugin.


After installing the plugin, I can't seem to get the Formation command to appear in battle. I have the appropriate settings set to "true", and have tried making an event that activates Plugin Commands "ShowBattleFormation" and "EnableBattleFormation", as well as event pages in each individual Troop that activate the same Plugin Commands on Turn 0, but still don't see anything.


I'm not sure what I'm doing wrong, there.





Read through the help file in the plugin commands section.


---

The Save Menu Core has some sort of a memory leak or something, after saving with it enabled; my FPS dropped upon transfer to new map to around 20 FPS or bellow. Disabling the Save Menu Core made me run on 60 FPS. :o


This isn't a memory leak. This is because information regarding the save has to be extracted from files to display on the main menu. This is completely dependent on your computer's hardware.


---

Not exactly a bug....but it seems that Equip Core's bottom-right window don't adapt to non-standard window resolution. 





As you can see, the LUK stat comparison is cropped. 


I'm using 960x544px and Font Size is 20.


I am not responsible for your decision to use a screen resolution that limits your screen real estate. If this becomes a problem, I suggest you either increase your screen resolution to something larger or visit the Plugin Request forum and have someone else make a plugin to fit your exact needs: http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/
 

cekobico

Veteran
Veteran
Joined
May 8, 2015
Messages
353
Reaction score
159
First Language
Indonesian
Primarily Uses
I am not responsible for your decision to use a screen resolution that limits your screen real estate. If this becomes a problem, I suggest you either increase your screen resolution to something larger or visit the Plugin Request forum and have someone else make a plugin to fit your exact needs: http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/


ahh...ok xD I was under the impression that the plugin layout is responsive to the screen resolution. Thank you for your answer!
 
Status
Not open for further replies.

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

Latest Threads

Latest Posts

Latest Profile Posts

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!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.

Forum statistics

Threads
106,035
Messages
1,018,450
Members
137,820
Latest member
georg09byron
Top