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Dwimepon

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Hi Yanfly! I recently found a bug, so I'm reporting it here.
 
Plugin Name: YEP.106 – Equip Battle Skills – Allowed Types
 
Bug Explanation: When a skill type is allowed in the plugins' parameters, then it will effectively appear independently in the Skill Menu outside of battle, with their skills appearing inside of that skill type. However, when in battle, the skill types will appear but will be empty, no matter how many skills you have in that type.
 
Error Report: N/A
 
Exact Steps on How to Replicate Bug: 1) Make a character learn an allowed skill type and a skill from that type.
2) Start a fight, then check the allowed skill type. It's empty, even if it's supposed to have skills.
 
Sample Project: Here it is. I already allowed the "Special" skill type and put a special skill for each character. Sorry, but the demo is mostly in French. I translated some of the imrportant text, however.
 
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Evening Yanfly and Co.~


My apologies if this has already been covered:


Plugin: YEP_X_EBSAllowedTypes
Bug: When a certain skill type is set to be allowed (in this case, #3 "Arcane"), the skill type appears as a battle command but don't populate any of the actor's or class' skills when it is selected.
Error report: N/A
Exact Replication Steps:
Version 1:
-A certain Skill "Spark II" is set to the "Arcane" Skill Type.
-Actor #3(Marsha) has Traits to add the "Arcane" Skill Type and the Skill "Spark II".
-The Class "Priest"(#4, Lucius' Class) has a Trait to add the "Arcane" Skill Type and "Spark II" is included in Skills to Learn included at Level 1.
-Upon opening the game menu, these Skills can be seen for the appropriate Actor and are unable to be equipped.
https://www.dropbox.com/s/mho4tmy76raafp1/Marsha%20Menu%20Skill.png?dl=0
https://www.dropbox.com/s/ixdtvdmugjbxppb/Lucius%20Menu%20Skill.png?dl=0
-Upon entering battle, the correct Skill Type shows for the Allowed skills, but no skills populate when it is selected.
https://www.dropbox.com/s/3lqt8ndclox5eni/Marsha%20Battle%20Skill.png?dl=0
https://www.dropbox.com/s/wt00jh5rr9vp5yl/Lucius%20Battle%20Skill.png?dl=0


~Link to Project~
https://www.dropbox.com/s/u21j0xz6n5qn2j7/Project3.rar?dl=0


Everything appears to be set correctly, but I can't say for sure I'm not missing something.  I did go over your troubleshooting steps, though it didn't seem to help.  If you do find something, I'd leave to hear about it~
 

Axelloid

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This is not a bug, but this is the only place that I found to contact you Yanfly and ask you.... Could you please make a plugin to edit the main title screen completely not just colors and commands, a plugin to edit ALL on it....

If you have already created it, sorry I can't find it, could you give me the link to it??...
 

Lionheart_84

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Hello Yanfly!!! :D


With your plugin "Event Encounter Aid" you can create the Zidane ability to Final Fantasy IX:


What's That !?
- "Causes enemies to turn around, resetting Their ATB bars and Allowing the characters perform a back attack on them". ;)
 

cekobico

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Regarding Battle System ATB 


Is there a way to let enemies' ATB gauge to keep charging during command selection? Kinda like the real Final Fantasy? :(


The way it is now, it is kinda make skills that Interrupt ATB gauge useless sometimes, when it finished charging, enemies aren't charging their skills (but charing their turn instead), thus 'failing' the skill itself and it's hard to time your actor's attack with enemies' skill charging to be interrupted. 
 

Dwimepon

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Regarding Battle System ATB 


Is there a way to let enemies' ATB gauge to keep charging during command selection? Kinda like the real Final Fantasy? :(


The way it is now, it is kinda make skills that Interrupt ATB gauge useless sometimes, when it finished charging, enemies aren't charging their skills (but charing their turn instead), thus 'failing' the skill itself and it's hard to time your actor's attack with enemies' skill charging to be interrupted. 


Actually, Yanfly talked about it in the first page:

For ATB, no, I will NOT make Active Mode. It's not because I can't (I've made it before in VX's Yanfly Engine Melody). It's because RPG Maker MV's code structure for the battle system makes it more likely to break everything if it does so. If this is something you absolutely need, the Plugin Request Forum is your place to visit.
 

Tuomo L

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From the front page of this thread:


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.




I wasn't actually requesting a new plugin, it was more of an idea for the JP plugin that you've made, so I didn't think making a plugin request was appropiate. It was just an idea that I got when I realized you're a MOBA fan like me and I was interested if it was possible to do as is already, because last hitting is becoming more and more important in RPGs as well. Did you really want me to make a new topic to say that and address you specifically in said new topic?


I have a question about Item Synthesis. Since there's a percentage value if player has made or found all recipes and such, is there a way to turn on a switch when percentage values have been met? I could see this as way of giving players extra goodies, unique weapons and maybe netting them an achievment or two. I see that it already in the plugin that it recognizes the number because it even returns the percentage values in the menu but couldn't find a way to do this. :(
 
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Hikitsune-Red

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This is not a bug, but this is the only place that I found to contact you Yanfly and ask you.... Could you please make a plugin to edit the main title screen completely not just colors and commands, a plugin to edit ALL on it....

If you have already created it, sorry I can't find it, could you give me the link to it??...


I am not entirely sure what you're trying to say here, but for reference anyways, assuming Yanfly does not have what you need:


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.


===============================================================================



I have a question about Item Synthesis. Since there's a percentage value if player has made or found all recipes and such, is there a way to turn on a switch when percentage values have been met? I could see this as way of giving players extra goodies, unique weapons and maybe netting them an achievment or two. I see that it already in the plugin that it recognizes the number because it even returns the percentage values in the menu but couldn't find a way to do this. :(


Regarding this thought, there currently is not a way to pull the percent value officially, or directly (to my knowledge). That being said, however, the value appears to be created in this line here:

var value = parseFloat($gameSystem.totalRecipes()) /
Yanfly.IS.SynthesisRecipeCount;


I would test this myself, but I am not currently at home.


Keep in mind that you should avoid not using these plugins with their intended functionality, as this can cause bad things to happen...So use this knowledge wisely...
 
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Marston

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I have a question regarding your Item Synthesis plugin. If you hold the Alt key and then press the confirm buttorn (so, "Enter" for example), you can craft items even if you don't have the ingredients. Is that a debug feature, to test things out? Because I haven't found anything written about it (or maybe I just missed it).


Also, is there a possibility to scroll through the required ingredients list? For items that require more items to craft than are visible for example (if not I just change my ingredients accordingly).
 
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romepizza

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If you open rpg_objects.js, and do a search for 'aliveMembers' it'll take you to line 4586 eventually, where Game_Unit.prototype.aliveMembers = function() is declared.


From what I can tell, YEP_TargetCore uses that function.  The best way to find functions that could be useful is to mess around in the console, or to open up the plugins/main game *.js files and scan through them.  Programmers make a habit of naming variables, functions, etc... in such a way as to be pretty readable without comments to explain their purpose.  Don't be afraid to experiment in the console, it won't damage your game in any way and it will try to figure out what you want if you keep things simple for it.


For example, if you want to take a piece of equipment and see what you can do with it, put it into a variable first, then type the name of the variable and the first letter of whatever function or variable you think you need to experiment with.


var item = $gameActors.actor(1).equips()[1];


Typing 'item' with a . after it will then show many of the attached functions/variables.  Typing 'item' and pressing enter will bring up the object, which you can then expand and look at all the attached functions/variables within it if that is easier.  For functions specifically, expand 'prototypes' at the bottom of the object's display.


'Atom' was recommended to me as a good editor to use for javascript, so if you don't have an editor already, go install it and have a look at the js files you're curious about.  


One last thing though, this is a bug reporting forum, so if you (or anyone else reading this) have further questions regarding what you find while doing this, please start a new thread and try to keep this one focused on it's purpose.


Hope that helps.


All right thank you. I will start investigating how to work witht he .item() command. Luckily I can create most of the functions by myself.


I also will not ask unappropiate questions here anymore, so don't worry about that.


But I have found a bug. I will write a new post now.
 

Strayed

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Plugin Name: YEP_X_BattleSysATB


Bug Explanation: While different notetags like " <ATB Start: +x%>" and "<After ATB: x%>" works, changing the atb speed with "<ATB Speed: x%>" or "<ATB Gauge: x%>" does not.


Error Report: None.


Exact Steps on How to Replicate Bug: I create an Ability and a State called Haste, under the State note i used <ATB Speed: +150%>, then i linked the state to the Ability.


If I use that ability in combat the atb speed will not change.


Sample Project (REQUIRED):  https://www.dropbox.com/s/29xbz0c9ggwq6va/01.rar?dl=0


Thanks for your time.
 

romepizza

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Plugin Name: Yanflys BaseParameterControl OR Yanflys BuffStateCore. Don't exactly now which one.


Bug Explanation: The "battler.setAgi(x)" command of the base parameter controll doesn't work as intended. When using "user.setAgi(x)" inside of a "<Custom Remove Effect>" inside the notebox of a state, the resulting agility is not the amount it should be. But it only doesn't work, if you also add a "user.setAgi(y)" inside of a "<Custom Apply Effect>", which has to be different to the original agi of the battle inflicted with said state.


Error Report: none


Exact Steps on How to Replicate Bug:


1. Create a state, which runs out after an amount of rounds (for example two).


2. Add a "<Custom Apply Effect>". In there, use a "user.setAgi(x);" command, where x is anything else than the original amount of agi the battler with the state is inflict with has. Note that this bug does not show up when this isn't the case!


2.1 Close the custom apply effect ("</Custom Apply Effect>").


3. Add a "<Custom Remove Effect>". In there, again use a "user.setAgi(y)" command. Regardless of what you set the y now, the resulting agility of the user is not equal to the expected result.


3.1 Close the custom remove effect.


4. A battler has to be inflicted with this state (via skill or console).


5. Check the agility of the battler before and after each altering of agility. They are not correct.


Sample Project (REQUIRED): https://www.dropbox.com/sh/y6mmoxirm017ptr/AADGPwy_TQh7L7YA41w6-35ba?dl=0


So i hope this is actually a bug and not something stupid ...
 

Hikitsune-Red

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For the new page:


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.






To make a bug report, simply report it in this thread. Chances are, I will find out about the bug in this thread than by making one in the JS Support forum.


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.


Follow these Instructions. All steps MUST be followed or I will require you to redo it.


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 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.


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.


NOTE2: As I've stated before in the previous note, I'll only provide support for my own codes that I, myself, have provided. To make this clear, this means strictly the plugins I've made and any code for Lunatic Mode that I, personally, have provided through Tips & Tricks. I am not responsible for any coding errors, coding roadblocks, or code questions that you come across within your own Lunatic Mode code. Unless the Lunatic Mode notetag itself has a bug, you are to ask your questions here.


NOTE3: However, as an exception to NOTE2, this does not mean I am going to explain to you how to use all the various functions inside of my plugins. If a function added by my plugins is not listed in the Help File, it means I do not deem that function to be used for script calls. Therefore, if you choose a function outside of the ones listed in the help files to use in a script call, I am NOT responsible for it not working properly for you. No script call support will be provided for functions not listed within the help file.


WHY I NEED A CLEAN SAMPLE PROJECT FOR BUG REPORTS:




If you're wondering why I make it an absolute requirement for sample projects containing to be made, it's because in the past, I've chased and hunted bugs that do not exist either because a user had a conflicting error with a non-Yanfly plugin, has not updated the plugins, using the plugin incorrectly, or think something is a bug when it really isn't. The amount of time I've wasted chasing these "bugs" is unfathomable as that time could have been spent developing new content. To mitigate this issue, I made it an absolute requirement for bugs to be reported in such a manner because of the following:

  1. It makes the player go through all of the troubleshooting steps to reduce the amount of user errors. If the user identifies it as a user error, then the user would also have gained troubleshooting skills, which are essential for game development.
  2. Isolate the bugs caused by Yanfly plugins away from non-Yanfly plugins. As stated above, I do not provide support for non-Yanfly plugins due to my lack of time to create compatibility patches for non-Yanfly plugins. Having over 100+ plugins, making a compatibility patch for each one of those with every other plugin out there is absolute insanity.
  3. It shows that the user is serious about getting the bug fixed as I am. Being able to put out time to isolate a problem so it can be fixed means the user is serious about getting their game made. As a user's time is important to them, my time is also important to me, and this is our mutual agreement to get things done cooperatively.



Thank you for understanding.


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.


F.A.Q. ABOUT ATB AND CTB PLUGINS


The ATB and CTB plugins are custom battle systems that do NOT involve a turn-based system that you're used to with the default turn-based battle system (DTB). They function off of a tick-based system, which means it does not work off standard means. This also means you have to adjust either the plugin or your game to fit these means. Here are some frequently reported "issues" with the system. None of these are bugs so do not report them as bugs.

  • If ATB bars are taking too long to fill up, then change your battlers' AGI values to higher or change the plugin parameters to fit your game.
  • If ATB states are dropping in turns too quickly, this is because you didn't adjust the proper state turn settings within the Battle Engine Core to fit your game.
  • For ATB, no, I will NOT make Active Mode. It's not because I can't (I've made it before in VX's Yanfly Engine Melody). It's because RPG Maker MV's code structure for the battle system makes it more likely to break everything if it does so. If this is something you absolutely need, the Plugin Request Forum is your place to visit.
  • If there is "lag" between CTB turns, this isn't because of the plugin. This is because your low AGI values is making the game go through hundreds to thousands of CTB updates per tick. Once again, either you increase the AGI values or change the plugin parameters to fit your 
  • In CTB, States "skipping" multiple turns when updating isn't a bug. It is because in between the previous battler next battler, there was a huge gap in time, enough to go through two state turn cycles. Adjust the state turn settings within the Battle Engine Core to fit your game.
  • For CTB, no, I will NOT make multiple instances of turn icons appearing for multiple actors. If you want something like that made, you can request it in the Plugin Request Forum.

If all of these issues are beyond you, then I'm afraid the ATB and CTB plugins aren't for you. As a developer, it is your responsibility to understand the plugins and systems you are using. You are not doing your players any favor by using a system that you, yourself, do not fully comprehend. I will not educate anyone how ATB and CTB systems work. My plugins work based on the ATB and CTB systems of existing Final Fantasy games with slight tweaks to fit RPG Maker MV's system. Please study them on your own accord. 
 

Yanfly

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Hi Yanfly! I recently found a bug, so I'm reporting it here.
 
Plugin Name: YEP.106 – Equip Battle Skills – Allowed Types
 
Bug Explanation: When a skill type is allowed in the plugins' parameters, then it will effectively appear independently in the Skill Menu outside of battle, with their skills appearing inside of that skill type. However, when in battle, the skill types will appear but will be empty, no matter how many skills you have in that type.
 
Error Report: N/A
 
Exact Steps on How to Replicate Bug: 1) Make a character learn an allowed skill type and a skill from that type.
2) Start a fight, then check the allowed skill type. It's empty, even if it's supposed to have skills.
 
Sample Project: Here it is. I already allowed the "Special" skill type and put a special skill for each character. Sorry, but the demo is mostly in French. I translated some of the imrportant text, however.


Thanks, I'll check this out.


---

Evening Yanfly and Co.~


My apologies if this has already been covered:


Plugin: YEP_X_EBSAllowedTypes
Bug: When a certain skill type is set to be allowed (in this case, #3 "Arcane"), the skill type appears as a battle command but don't populate any of the actor's or class' skills when it is selected.
Error report: N/A
Exact Replication Steps:
Version 1:
-A certain Skill "Spark II" is set to the "Arcane" Skill Type.
-Actor #3(Marsha) has Traits to add the "Arcane" Skill Type and the Skill "Spark II".
-The Class "Priest"(#4, Lucius' Class) has a Trait to add the "Arcane" Skill Type and "Spark II" is included in Skills to Learn included at Level 1.
-Upon opening the game menu, these Skills can be seen for the appropriate Actor and are unable to be equipped.
https://www.dropbox.com/s/mho4tmy76raafp1/Marsha%20Menu%20Skill.png?dl=0
https://www.dropbox.com/s/ixdtvdmugjbxppb/Lucius%20Menu%20Skill.png?dl=0
-Upon entering battle, the correct Skill Type shows for the Allowed skills, but no skills populate when it is selected.
https://www.dropbox.com/s/3lqt8ndclox5eni/Marsha%20Battle%20Skill.png?dl=0
https://www.dropbox.com/s/wt00jh5rr9vp5yl/Lucius%20Battle%20Skill.png?dl=0


~Link to Project~
https://www.dropbox.com/s/u21j0xz6n5qn2j7/Project3.rar?dl=0


Everything appears to be set correctly, but I can't say for sure I'm not missing something.  I did go over your troubleshooting steps, though it didn't seem to help.  If you do find something, I'd leave to hear about it~


Thanks, I'll check this out.


---

I wasn't actually requesting a new plugin, it was more of an idea for the JP plugin that you've made, so I didn't think making a plugin request was appropiate. It was just an idea that I got when I realized you're a MOBA fan like me and I was interested if it was possible to do as is already, because last hitting is becoming more and more important in RPGs as well. Did you really want me to make a new topic to say that and address you specifically in said new topic?


I have a question about Item Synthesis. Since there's a percentage value if player has made or found all recipes and such, is there a way to turn on a switch when percentage values have been met? I could see this as way of giving players extra goodies, unique weapons and maybe netting them an achievment or two. I see that it already in the plugin that it recognizes the number because it even returns the percentage values in the menu but couldn't find a way to do this. :(


From the first page:


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.


Your "ideas" would constitute as a new feature request. Ideas are not exempt.


---

I have a question regarding your Item Synthesis plugin. If you hold the Alt key and then press the confirm buttorn (so, "Enter" for example), you can craft items even if you don't have the ingredients. Is that a debug feature, to test things out? Because I haven't found anything written about it (or maybe I just missed it).


Also, is there a possibility to scroll through the required ingredients list? For items that require more items to craft than are visible for example (if not I just change my ingredients accordingly).


That's a debug feature. The Alt/Ctrl keys are disabled during real play. Creating the ability to scroll through the required ingredients list would mean having redo that entire section of it.
 

Yanfly

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Plugin Name: YEP_X_BattleSysATB


Bug Explanation: While different notetags like " <ATB Start: +x%>" and "<After ATB: x%>" works, changing the atb speed with "<ATB Speed: x%>" or "<ATB Gauge: x%>" does not.


Error Report: None.


Exact Steps on How to Replicate Bug: I create an Ability and a State called Haste, under the State note i used <ATB Speed: +150%>, then i linked the state to the Ability.


If I use that ability in combat the atb speed will not change.


Sample Project (REQUIRED):  https://www.dropbox.com/s/29xbz0c9ggwq6va/01.rar?dl=0


Thanks for your time.


That's because it's NOT supposed to be for states.


 * Skill and Item Notetags:
 *   <ATB Help>
 *   text
 *   text
 *   </ATB Help>
 *   For those planning on using multiple battle systems, sometimes you may
 *   have your skills perform differently while using ATB. If so, using this
 *   notetag will allow skills and items to display different help text while
 *   ATB is enabled.
 *
 *   <ATB Speed: x>
 *   <ATB Charge: x>
 *   <ATB Gauge: x>
 *   Usable only during ATB. This sets the target's current speed or charge to
 *   x. If 'speed' or 'charge' is used, it will only affect those gauges while
 *   in the respective phase. If 'gauge' is used, it will affect either.
 *
 *   <ATB Speed: x%>
 *   <ATB Charge: x%>
 *   <ATB Gauge: x%>
 *   Usable only during ATB. This sets the target's current speed or charge to
 *   x% of the whole gauge. If 'speed' or 'charge' is used, it will only affect
 *   those gauges while in the respective phase. If 'gauge' is used, it will
 *   affect either.
 *
 *   <ATB Speed: +x>   or   <ATB Speed: -x>
 *   <ATB Charge: +x>  or   <ATB Charge: -x>
 *   <ATB Gauge: +x>   or   <ATB Gauge: -x>
 *   Usable only during ATB. This increases or decreases the target's current
 *   speed or charge by x. If 'speed' or 'charge' is used, it will only affect
 *   those gauges while in the respective phase. If 'gauge' is used, it will
 *   affect either.
 *
 *   <ATB Speed: +x%>   or   <ATB Speed: -x%>
 *   <ATB Charge: +x%>  or   <ATB Charge: -x%>
 *   <ATB Gauge: +x%>   or   <ATB Gauge: -x%>
 *   Usable only during ATB. This increases or decreases the target's current
 *   speed or charge by x% of the whole gauge. If 'speed' or 'charge' is used,
 *   it will only affect those gauges while in the respective phase. If 'gauge'
 *   is used, it will affect either.


---

Plugin Name: Yanflys BaseParameterControl OR Yanflys BuffStateCore. Don't exactly now which one.


Bug Explanation: The "battler.setAgi(x)" command of the base parameter controll doesn't work as intended. When using "user.setAgi(x)" inside of a "<Custom Remove Effect>" inside the notebox of a state, the resulting agility is not the amount it should be. But it only doesn't work, if you also add a "user.setAgi(y)" inside of a "<Custom Apply Effect>", which has to be different to the original agi of the battle inflicted with said state.


Error Report: none


Exact Steps on How to Replicate Bug:


1. Create a state, which runs out after an amount of rounds (for example two).


2. Add a "<Custom Apply Effect>". In there, use a "user.setAgi(x);" command, where x is anything else than the original amount of agi the battler with the state is inflict with has. Note that this bug does not show up when this isn't the case!


2.1 Close the custom apply effect ("</Custom Apply Effect>").


3. Add a "<Custom Remove Effect>". In there, again use a "user.setAgi(y)" command. Regardless of what you set the y now, the resulting agility of the user is not equal to the expected result.


3.1 Close the custom remove effect.


4. A battler has to be inflicted with this state (via skill or console).


5. Check the agility of the battler before and after each altering of agility. They are not correct.


Sample Project (REQUIRED): https://www.dropbox.com/sh/y6mmoxirm017ptr/AADGPwy_TQh7L7YA41w6-35ba?dl=0


So i hope this is actually a bug and not something stupid ...


Thanks, I'll get this checked out. However, next time, do not archive an already archived file:


Follow these Instructions. All steps MUST be followed or I will require you to redo it.


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 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.
 

Yanfly

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Tips & Tricks - Roaming Mend (Star Wars: The Old Republic) - RPG Maker MV












Roaming Mend is a skill used by the Dark Side in Star Wars: The Old Republic. When an ally affected by Roaming Mend is struck, it will heal that ally and then move to another random ally with the same effect. Roaming Mend can heal up to 4 allies this way. Now, you can recreate this effect in RPG Maker MV!



You can grab the copy/paste version of the code here:
Yanfly.moe: http://yanfly.moe/2016/06/11/tips-tricks-roaming-mend-star-wars-the-old-republic-rpg-maker-mv/
 

Aurawhisperer

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Question yanfly, are you planning to create a plugin that involves with elements and weapons? Lets say, if user wields fire rod, they get additional bonus damage when casting any fire moves?
 

Dwimepon

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Question yanfly, are you planning to create a plugin that involves with elements and weapons? Lets say, if user wields fire rod, they get additional bonus damage when casting any fire moves?
Isn't this the purpose of the Element Core? I don't use it, but it really sounds like the Element Core.
 

Aurawhisperer

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Isn't this the purpose of the Element Core? I don't use it, but it really sounds like the Element Core.
From what I watched, it seems a combination effect of element absorb and reflect. But nothing on the weapons. I watched the video to be sure.


It also adds in null effects too, and bypassing element resistance.
 
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