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crowhound

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I have a question about the item synthesis plugin. I have not been able to find an answer to yet. If there has already been an answer and I missed it I apologize.


Is there a way to make it where when crafting the ingredients are not taken away from the inventory. So I want to have a Leather cap recipe that requires a needle, leather, and wool. Can I make it where the needle does not get destroyed. So it can be used over and over again.


Thank you to anyone that helps in this question.
 

Hikitsune-Red

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I have a question about the item synthesis plugin. I have not been able to find an answer to yet. If there has already been an answer and I missed it I apologize.


Is there a way to make it where when crafting the ingredients are not taken away from the inventory. So I want to have a Leather cap recipe that requires a needle, leather, and wool. Can I make it where the needle does not get destroyed. So it can be used over and over again.


Thank you to anyone that helps in this question.


Functionally speaking, no.


Consider using the needle as a recipe item, this way it is required to be in the inventory for crafting of the related items to occur.
 

Halrawk

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Edit: Moved question to correct forum, sorry about that.
 
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Hikitsune-Red

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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 DoubleX RMMV Popularized ATB Core(which is at least compatible with my Battle Engine Core with the compatibility fix) can't meet your demands already.
  • 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. 


EDIT: Sorry for the double post...It didn't occur to me that I could just edit the first one...
 
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crowhound

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Functionally speaking, no.


Consider using the needle as a recipe item, this way it is required to be in the inventory for crafting of the related items to occur.
The main issue with that, I plan on using it as an ingredient to more than one item.
 

Hikitsune-Red

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The main issue with that, I plan on using it as an ingredient to more than one item.


It can be the recipe for more than one item.


Unless you're dead-set on adding the recipes individually through-out the game. Though tools would certainly be an interesting facet for the Item Synthesis plug-in, they are not currently a thing.
 

crowhound

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Uh double post crap sorry
 
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crowhound

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It can be the recipe for more than one item.


Unless you're dead-set on adding the recipes individually through-out the game. Though tools would certainly be an interesting facet for the Item Synthesis plug-in, they are not currently a thing.
I rewrote his script and added the ability to do it.


Now if I put 0 in the note tag it will not remove the item.
 
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firestalker

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Anyone know how to get this layout from the CEM?
 

Hikitsune-Red

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Ok, more information needed...  point taken and learned.


I want to know about the style of the list.  How do you get that outline look?


As I am at work, I can't really test this myself, but I have little doubt Yanfly's just using text box escape codes to achieve all of those effects.


On the left, it's just icons and text separated by spaces and newlines.


On the right, it's just text with text that has been taken down a point-size and has a bullet symbol at the beginning. Like so: • (ALT + 7)


EDIT: From the page:

Common Event Comment Tags:


<Menu Name: x>
– This changes the appearance of the common event’s text when displayed in the common event menu list. If this tag isn’t used, the text displayed will be the common event’s name. You can use text codes.


<Icon: x>
– This changes the icon of the common event to x. If this tag isn’t used, the icon used will be the one set in the plugin’s parameters.
 
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Saneterre

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To see if a certain character has a state applied you can use this (there's probably a better way, this is just what I found mozying through code at 1 AM):

Code:
<Custom Passive Condition>
condition = false;
user.states().forEach(function(state) {
if (state.id === X) { condition = true; }
}, user);
</Custom Passive Condition>
Just replace the X with the State ID of your Poisoned state.


As to your second question, you (as far as I know) can't apply a passive state on the use of a skill, as that would kind of defeat the purpose of it being Auto and Passive...


Putting the notetag on a skill will cause any battler's that know the skill to have the State applied assuming the conditions are met.


As to your third question, no, but technically yes. Assigning a "Turn End" removal to a state (theoretically) makes it disappear, but the system simply reapplies it so long as the conditions are still met.


EDIT: With the Skills & Buffs Core you can, however, just setup another condition (like a switch) that turns it off and on. There are always workarounds, but I assumed you were looking for basic functionality.


                                                                                                                                          


Thank you very much for your answers.
 
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Wiratamana

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Common Event - DisableCommonEventMenuConfirm


how to reenable with plugin. after using disable common event menu confirm all common event become unselectable.


Thanks
 

jaykeith

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Man I read your requirements for bug reporting and to be honest it's a little much for the bug I want to report. If you don't want to look into it that's fine.


With your YEP_X_ClassBaseParam (latest version is what I have as of this post) I'm using the script:


<Custom Class Parameters>


exp = level * 10;


</Custom Class Parameters>


and it works except it doesn't take the current level into account. It is only using level "1" when calculating the exp. So essentially the formula above will never require more or less than 10 exp to level up, forever. I've tried a few things to rectify the situation. If Yanfly doesn't want to test it, if somebody else can corroborate so I know I'm not alone in this error that'd be cool.
 

Crimson Dragon Inc.

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In my normal project, yes (I get the error there as well). In the sample project, no. Both give the same error.
the sample needs the core engine......test with core engine turned on (since it is required FOR ALL YANFLY PLUGINS TO FUNCTION)
 

dragon3025

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Plugin Name: Party Limit Gauge


Bug Explanation: Party's Gauge isn't showing when "Per Party Member" is set to 0 while "Party Max Bonus" is set higher than 0 (I set mine at 100 with the "Gauge Increments" is set to 100. Troops aren't having this problem with their Guage, just the party.


Exact Steps on How to Replicate Bug: Enter battle and you'll see the party has no visible Guage.


Sample Project (REQUIRED): https://www.dropbox.com/s/8r8hhtloz1bci2v/Party%20Limit%20Gauge%20not%20showing%20up.zip?dl=0
 

firestalker

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As I am at work, I can't really test this myself, but I have little doubt Yanfly's just using text box escape codes to achieve all of those effects.


On the left, it's just icons and text separated by spaces and newlines.


On the right, it's just text with text that has been taken down a point-size and has a bullet symbol at the beginning. Like so: • (ALT + 7)


I see, so those indented titles are just for show and are not functioning?  Well that kinda sucks.  Ok....  Thanks for the help.
 

Hikitsune-Red

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I see, so those indented titles are just for show and are not functioning?  Well that kinda sucks.  Ok....  Thanks for the help.


No, no. They very easily can still carry their own functions. That's the beauty of the CEM, you set it up the way you want to.
 

firestalker

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No, no. They very easily can still carry their own functions. That's the beauty of the CEM, you set it up the way you want to.
Well....  ok....  but just looking at the functions and plugin commands from all the help files is doing nothing but confuse me.  it's all Greek to me.


Give me a screenshot of the event that made that menu and I can figure try and figure out myself.  I just need a like point in the right direction. I could even make things differently since once I get the hang of something I can start exploring it...


You said the best part is you make it how you want...  does that mean I can make a banking system with input commands and the like? Or is this plugin strictly for list menus like Teleport or library books?
 
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