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oToToToToTo

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Hey guys, I'm having trouble with Yanfly's WEAPON UNLEASH and the EQUIP BATTLE SKILLS plugins. I'm using WEAPON UNLEASH to replace my attack with another skill. However when I turn on EBS, it resets it to the normal attack and not the WU. Even using the new EQUIP BATTLE SKILLS ALLOWED TYPES and setting the WU skills to one of the allowed types will not replace the attack or guard commands. I'm using lunatic:


<Custom Replace Attack>
if (user.isStateAffected(21)) {
id = 33;
} else if (user.isStateAffected(22)) {
id = 31;
} else if (user.isStateAffected(23)) {
id = 32;
}
</Custom Replace Attack>




The WEAPON UNLEASH works fine with EQUIP BATTLE SKILLS and EQUIP BATTLE SKILLS ALLOWED TYPES turned off. Is anyone else experiencing this problem?
 

Quickdraws

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https://gyazo.com/2456d3dda26edf8094a2aa8ec275091f


Unfortunately, it still has his HP decreasing outside of battle. Not sure why, sadly. :c
That's strange it should work. Just to make sure you have your weapons notetag box with this:       <Passive State: x>    X should be whatever the state # is


And the other bit of code I listed should be in the notebox for that X state.   Your state should have the -3% hp regen param or whatever and then it should work if not theres an issue either with conflicting scripts your using or your script order or something else.
 

LightningLord2

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Just a simple question to element naming: The plugin lets me write out the element names instead of needing me to use the ID. But due to me wanting display symbols in the status screen, the name of my elements is a little more complex ("/i[64]Fire" instead of "Fire", for instance). Do I have to re-type the text code or can I omit it for the notetags that ask for the element name?
 

Daemien

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Soon as I enable the new Element plugin, this happens :(  
What's it mean exactly?

error1.png
 

Audorn

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@LightningLord2: I don't know, but it wouldn't be difficult to mock up a quick test of both options you presented and see which works.  I'd try it myself but I only have enough time to hop on and post tonight.

Soon as I enable the new Element plugin, this happens :(  
What's it mean exactly?


View attachment 40188
It means that something you have set up before installing the plugin conflicts with the way the plugin behaves.  Follow these steps and see if you get the same reaction in a new project.  

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. 


If you don't have the same error then it's time to start inspecting everything you've written so far related to elements - the conflict is on your side.  I haven't looked at Elements Core yet so I can't provide any more detailed assistance.


Hope that helps
 
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Audorn

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...
 
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Ilan14

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Hey Yanfly, I wanted to know out of curiosity: Why did you stopped making Plugin Previews?
 

Marston

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Is it possible with your Button Common Event to reassign a key later on? I am using they keys to quickly activate items instead of navigating through the menu, but there are certain section where the use of a specific item is blocked. So, any way to manually reassign a specific key (for example the "1" key) later on?


Edit: 


I actually found a quick workaround, but I would still like to know if it's possible.
 
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Audorn

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Is it possible with your Button Common Event to reassign a key later on? I am using they keys to quickly activate items instead of navigating through the menu, but there are certain section where the use of a specific item is blocked. So, any way to manually reassign a specific key (for example the "1" key) later on?
The first thought I had is to plan ahead for when the menu item should be disabled. The easiest way is in the common event itself.  Decide on a switch you will use to decide whether the button should work, and use a conditional to check the switch.  If the switch is ON then run the common event.


Example (in common event):


Switch 1000 will be the active switch (use whatever you want)


If 'switch 1000' is ON


  // do whatever the common event is supposed to do.


End


Hope that helps


...Nevermind...I read your question again - This isn't what you asked.  I'll ruminate on it for a bit.
 
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Marston

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Yeah, I basically did that now, but with a second item that just can't be used. So if you have that, the event won't work. 
 

Audorn

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Yeah, I basically did that now, but with a second item that just can't be used. So if you have that, the event won't work. 
It sounds like you're trying to create a 'shortcut key' system.  I think you'll have to write quite a few blocks of code to get that to work.  It would be worth making a plugin based on Button Common Event, but it's not something you could do easily with the plugin parameters or eventing as BCE stands right now.


I think I would mess around in the console with the functions in the plugin to try to see if I could find which command sets up a key with a common event.  It's a very short plugin, so there aren't a lot of functions to experiment with.  If you manage to find it, then it's just a matter of coming up with the way to dynamically set it from your selected item.


In any case though, it would be worth starting a new thread for this topic, since we've determined that this is a limit of the plugin but not a bug.


Hope that helps
 

Yanfly

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Hey Yanfly, I wanted to know out of curiosity: Why did you stopped making Plugin Previews?


Mostly due to health reasons. I'm trying to cut down work from where possible. A recent visit to the doctor didn't go too well.
 

cekobico

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Mostly due to health reasons. I'm trying to cut down work from where possible. A recent visit to the doctor didn't go too well.
I hope you get well soon! Please don't overexert yourself and take your time with the plugin releases ^^ health is more important than anything~


rest well! 
 

Iliketea

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Hi, I have a question regarding the Save core plugin!


When I make it so that the location of the player gets shown the plugin shows the "Name" Not the "Display Name" .


I guess this intentional but the problem is that I dont want the "name" to be shown but the "Display Name" because the "Name"s I give my map are either in german ( The Display Names are in english) Or beause the "Name" has spoilers is them like "House before big Idiot burns everything down" ( not actual name but you get it).


Is there a way to make the "Location" the "display name", not the "Name"? 


I hope it is ok if I reask my question >< 
 

ramza

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I hope it is ok if I reask my question >< 
I asked this question in a suggestion topic some time ago, and DreamX started working on some of my suggestions. The map display name part is working with his extension plugin:


savecore sugegstion
 

Cherry-sama

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Hi, I've found a glitch with one of the armors you demonstrated in one of your Tips and Tricks videos.










Plugin: I'm not actually sure which plugin it is, but the only three plugins needed, to my knowledge, were YEP_CoreEngine, YEP_BuffsStatesCore, and YEP_ItemCore.


Bug Explanation: While playtesting my game, I noticed that the Phoenix Ring, when equipped, would not "break" as commanded. Thus locking the Player in a death/revive cycle allowing them to glitch their way to victory, even in battles the Player isn't supposed to win.


Exact Steps on How to Replicate Bug: Install Phoenix Ring Item, as tutorial instructs, and then equip ring to an actor. Get into a battle (preferably an overpowered enemy to showcase problem), and proceed to watch one party member be killed and brought to life repeatedly.


Sample Project: http://www.mediafire.com/download/i3tqvp953rht33z/Bug_Found.zip
 

Axelloid

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Plugin Name: Save Core


Bug Explanation: Well, when I go to the save menu and save/overwrite a game it saves but instantly pops up this error:


When overwriting


error.png


when just saving a new one


error2.png


Error Report: This is the log error:


when overwriting


log.PNG


when saving


log2.PNG


Exact Steps on How to Replicate Bug: AS I said, just start a new game or load it, go to the save menu and save this new game overwriting the first one or save it on a new spot.


Sample Project (REQUIRED): I can't attach it (it's weight is 142 mb and limit is 4.88 mb) but here is the link to the download (wait until tomorrow 'cause I'm uploading it with venezuelian wifi (the worst of the world)) https://www.mediafire.com/folder/587q9f49g93oj/SaveError
 

bgillisp

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@Axelloid: While I'm not Yanfly, every time I've seen someone with that error it is because their project is still in version 1.0, and the save core requires version 1.1 of MV. Please check your .js files and make sure they are version 1.0.
 

Yanfly

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Hi, I've found a glitch with one of the armors you demonstrated in one of your Tips and Tricks videos.










Plugin: I'm not actually sure which plugin it is, but the only three plugins needed, to my knowledge, were YEP_CoreEngine, YEP_BuffsStatesCore, and YEP_ItemCore.


Bug Explanation: While playtesting my game, I noticed that the Phoenix Ring, when equipped, would not "break" as commanded. Thus locking the Player in a death/revive cycle allowing them to glitch their way to victory, even in battles the Player isn't supposed to win.


Exact Steps on How to Replicate Bug: Install Phoenix Ring Item, as tutorial instructs, and then equip ring to an actor. Get into a battle (preferably an overpowered enemy to showcase problem), and proceed to watch one party member be killed and brought to life repeatedly.


Sample Project: http://www.mediafire.com/download/i3tqvp953rht33z/Bug_Found.zip


You need to spell "independent" correctly.


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.


---

Plugin Name: Save Core


Bug Explanation: Well, when I go to the save menu and save/overwrite a game it saves but instantly pops up this error:


When overwriting


View attachment 40248


when just saving a new one


View attachment 40253


Error Report: This is the log error:


when overwriting


View attachment 40252


when saving


View attachment 40254


Exact Steps on How to Replicate Bug: AS I said, just start a new game or load it, go to the save menu and save this new game overwriting the first one or save it on a new spot.


Sample Project (REQUIRED): I can't attach it (it's weight is 142 mb and limit is 4.88 mb) but here is the link to the download (wait until tomorrow 'cause I'm uploading it with venezuelian wifi (the worst of the world)) https://www.mediafire.com/folder/587q9f49g93oj/SaveError


From the website:  NOTE: THIS PLUGIN REQUIRES MV VERSION 1.1.0 OR HIGHER! Go download it if you haven’t yet.
 

Axelloid

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@Axelloid: While I'm not Yanfly, every time I've seen someone with that error it is because their project is still in version 1.0, and the save core requires version 1.1 of MV. Please check your .js files and make sure they are version 1.0.
Thanks I didn't noticed that my version wasn't 1.1 but 1.0
 
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