Status
Not open for further replies.

Yanfly

Developer
Joined
Mar 15, 2012
Messages
1,696
Reaction score
2,332
YEP.110 - Call Event


Features and How to Use










This is a reproduced method from RPG Maker 2000 and RPG Maker 2003. It allows the game to call a page’s events as if it were a common event. These events can be drawn from any event on any map within the game.


You can grab the plugin here:
Yanfly.moe: http://yanfly.moe/2016/06/24/yep-110-call-event-rpg-maker-mv/
 

Silenity

Veteran
Veteran
Joined
Dec 17, 2013
Messages
656
Reaction score
247
First Language
English
Primarily Uses
RMMV
Hi, Yanfly!


I'm not entirely if this is a bug or not but I'm having a bit of trouble.


I'm using the Button Common Events and the Call Event plugin.


I'm trying to make it so when I call upon an event the graphic will appear under the player.


It works if the called event is on the same map as the player but not if it's being called upon from a different map.


If you interact with another event it will start teleporting that event around as well.


I suck at explaining this but what I'm trying to do is have the player press the A key which will call an event from a different map to teleport under the player.


I'm uploading a test project with the 2 plugins now.


https://drive.google.com/file/d/0B3CWbZ0_w0JCVklMYzlkRUJDa0U/view?usp=sharing


Here's a crappy gif trying to show what I mean


https://i.gyazo.com/d20717adb04026b0542935345054f7d5.gif
 
Last edited by a moderator:

boat

Villager
Member
Joined
Feb 24, 2016
Messages
21
Reaction score
1
First Language
english
Primarily Uses
I am currently using your plugins, and was wondering if there was any way of creating an armour, like a chest plate that grows with you, increasing stats based off a variable or something like that
 

Warboss74

Villager
Member
Joined
May 20, 2015
Messages
24
Reaction score
13
First Language
English
Primarily Uses
I am currently using your plugins, and was wondering if there was any way of creating an armour, like a chest plate that grows with you, increasing stats based off a variable or something like that
Check out the Hestia Knife tips and tricks video. It lays out how to do it.
 

Yanfly

Developer
Joined
Mar 15, 2012
Messages
1,696
Reaction score
2,332
Hi, Yanfly!


I'm not entirely if this is a bug or not but I'm having a bit of trouble.


I'm using the Button Common Events and the Call Event plugin.


I'm trying to make it so when I call upon an event the graphic will appear under the player.


It works if the called event is on the same map as the player but not if it's being called upon from a different map.


If you interact with another event it will start teleporting that event around as well.


I suck at explaining this but what I'm trying to do is have the player press the A key which will call an event from a different map to teleport under the player.


I'm uploading a test project with the 2 plugins now.


https://drive.google.com/file/d/0B3CWbZ0_w0JCVklMYzlkRUJDa0U/view?usp=sharing


Here's a crappy gif trying to show what I mean


https://i.gyazo.com/d20717adb04026b0542935345054f7d5.gif


This is not an issue with my plugins. This is an eventing issue that even if you didn't use my plugin, it'll have occurred regardless. I would suggest you ask for help in it in the General MV forum.
 

Aidensmercy

Veteran
Veteran
Joined
Oct 29, 2015
Messages
121
Reaction score
24
First Language
english
hey there, i have a quick question, i just started trying out the yep_x_limitedskilluses plugin, and it works just like it should, but i dont want to have Mp, or the bars either, is there a way to remove them from the game?
 

Yanfly

Developer
Joined
Mar 15, 2012
Messages
1,696
Reaction score
2,332
hey there, i have a quick question, i just started trying out the yep_x_limitedskilluses plugin, and it works just like it should, but i dont want to have Mp, or the bars either, is there a way to remove them from the game?


From the Skill Core:


 * ============================================================================
 * Gauge Swapping
 * ============================================================================
 *
 * This plugin also lets you swap around the HP, MP, and TP Gauges to any order
 * you want assuming that all the plugins you use will keep the same order of
 * HP, MP, and TP and does not override the default gauge drawing process. If
 * you use any plugin extensions, they can be swaped in as well.
 *
 * Note: If you do not have 'Display TP in Battle' checked under the System tab
 * in the database, nothing will be shown for the third slot.
 *
 * Class Notetag:
 *   <Swap Gauge x: y>
 *   This will change gauge x (1, 2, or 3) to y. Replace y with 'HP', 'MP', or
 *   'TP' to have it display that gauge type in that gauge slot. If you wish
 *   for that slot to display nothing, insert 'Nothing' or 'Null' in place of
 *   y in the notetag.
 *
 * Weapon, Armor, and State Notetags:
 *   <Swap Gauge x: y>
 *   Actors with equipment or states  that contain these notetags or enemies
 *   with states that contain these notetags will display those swapped gauges
 *   in place of the default settings or settings defined by the Class or
 *   Enemy notetags.
 *
 *   Priority will go in the following order:
 *     Weapons, Armors, States, Class, Enemy
 

cekobico

Veteran
Veteran
Joined
May 8, 2015
Messages
343
Reaction score
138
First Language
Indonesian
Primarily Uses
Tips & Tricks - Doom (Bravely Default)










In Bravely Default, when a battler is afflicted by Doom, it will die once the status effect counter reaches 0. You can now recreate this very effect in RPG Maker MV!


You can grab the copy/paste version of the code here:
Yanfly.moe: http://yanfly.moe/2016/06/25/tips-tricks-doom-bravely-default-rpg-maker-mv/
I knew you play Record Keeper and you should've also known that having an equipment that resist (or have the state rate, in RMMV terms) Death state (aka state #1 in MV) should lessen the chance of Doom landing...


I assume this code doesn't add that feature, as well? xD
 

bgillisp

Global Moderators
Global Mod
Joined
Jul 2, 2014
Messages
13,115
Reaction score
13,615
First Language
English
Primarily Uses
RMVXA
I knew you play Record Keeper and you should've also known that having an equipment that resist (or have the state rate, in RMMV terms) Death state (aka state #1 in MV) should lessen the chance of Doom landing...


I assume this code doesn't add that feature, as well? xD
Afraid it's not that simple to add, as the doom code is added to a different state id, and each state id has its' own resistance rate. However, you can simulate it by adding resistance to the state that causes doom to any monsters that also resist the death state.
 

Noctis

Veteran
Veteran
Joined
Aug 3, 2013
Messages
112
Reaction score
73
First Language
Filipino
Primarily Uses
Just a quick question, I enabled time based states and buff and set the tick to 100. Is there a way to change the tick for a single state? For example a poison state with regular tick rate, then I want to make a Sap state with tick rate set to 20 so you'll take damage for every second, somethig like that.


And how many tick is equivalent to 1 sec? I'm a little confuse.
 

Aidensmercy

Veteran
Veteran
Joined
Oct 29, 2015
Messages
121
Reaction score
24
First Language
english
From the Skill Core:


 * ============================================================================
 * Gauge Swapping
 * ============================================================================
 *
 * This plugin also lets you swap around the HP, MP, and TP Gauges to any order
 * you want assuming that all the plugins you use will keep the same order of
 * HP, MP, and TP and does not override the default gauge drawing process. If
 * you use any plugin extensions, they can be swaped in as well.
 *
 * Note: If you do not have 'Display TP in Battle' checked under the System tab
 * in the database, nothing will be shown for the third slot.
 *
 * Class Notetag:
 *   <Swap Gauge x: y>
 *   This will change gauge x (1, 2, or 3) to y. Replace y with 'HP', 'MP', or
 *   'TP' to have it display that gauge type in that gauge slot. If you wish
 *   for that slot to display nothing, insert 'Nothing' or 'Null' in place of
 *   y in the notetag.
 *
 * Weapon, Armor, and State Notetags:
 *   <Swap Gauge x: y>
 *   Actors with equipment or states  that contain these notetags or enemies
 *   with states that contain these notetags will display those swapped gauges
 *   in place of the default settings or settings defined by the Class or
 *   Enemy notetags.
 *
 *   Priority will go in the following order:
 *     Weapons, Armors, States, Class, Enemy
Thank you Yanfly! its works as far as removing the Mp and Tp gauges and what not, but if i go to status in the menu screen, it still shows Max MP as a possible stat, is there a way to remove that from showing up as well?

 

Quickdraws

Veteran
Veteran
Joined
May 31, 2013
Messages
55
Reaction score
8
First Language
English
Primarily Uses
Bug Report  Absorb Element Tag not working properly.


Plugin Name: I believe issue is in damage core.


Bug Explanation: Absorb element tag isn't working properly


Error Report: N/A


Exact Steps on How to Replicate Bug: Go to battle test and simply attack I have the enemy with absorb earth tag and it's base resistance to earth at 100%. Base attack is set to 1000 damage with no variance or crit multipliers. All scripts are stock and up to date. So normal attack should generate 1000 healing instead only damage occurs. If I disable damage core then the absorb tag works as intended and 1000 points of healing occurs.


Sample Project (REQUIRED): https://www.dropbox.com/s/61485pcfn96rnhr/AbsorbBugTest.zip?dl=0
 
Last edited by a moderator:

Hikitsune-Red

火狐 - Red =^~^=
Veteran
Joined
Mar 22, 2015
Messages
157
Reaction score
110
First Language
English
Primarily Uses

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. 
 

Yanfly

Developer
Joined
Mar 15, 2012
Messages
1,696
Reaction score
2,332
Bug Report  Absorb Element Tag not working properly.


Plugin Name: I believe issue is in damage core.


Bug Explanation: Absorb element tag isn't working properly


Error Report: N/A


Exact Steps on How to Replicate Bug: Go to battle test and simply attack I have the enemy with absorb earth tag and it's base resistance to earth at 100%. Base attack is set to 1000 damage with no variance or crit multipliers. All scripts are stock and up to date. So normal attack should generate 1000 healing instead only damage occurs. If I disable damage core then the absorb tag works as intended and 1000 points of healing occurs.


Sample Project (REQUIRED): https://www.dropbox.com/s/61485pcfn96rnhr/AbsorbBugTest.zip?dl=0


Thanks, I'll look into this.
 

Caxlb

Villager
Member
Joined
Jan 27, 2014
Messages
6
Reaction score
0
First Language
English
Primarily Uses
RMMV
Bug Report - Actors starting battle in weird positions in SV


Plugin Name: Most likely in Actor Party Switch.


Bug Explanation: Actors with larger actor ids are starting battles at strange y-coordinates. Possibly linked to their id or index?


Error Report: N/A


Exact Steps on How to Replicate Bug: Load the save file, I have created a new game with minimal plugins, using the same settings as my own project. I entered a battle and used the party switch to swap actors for ones with a bigger id. If you load the save file and enter a new battle you should see the bug. All plugins up to date, MV version is 1.2.0. I have made the screen wider with the core engine, but bug still occurs at default resolution.


Sample Project: https://www.dropbox.com/s/ybxw7abv8a4kvfx/Party%20Switch%20Test.rar?dl=0
 

Yanfly

Developer
Joined
Mar 15, 2012
Messages
1,696
Reaction score
2,332
Bug Report - Actors starting battle in weird positions in SV


Plugin Name: Most likely in Actor Party Switch.


Bug Explanation: Actors with larger actor ids are starting battles at strange y-coordinates. Possibly linked to their id or index?


Error Report: N/A


Exact Steps on How to Replicate Bug: Load the save file, I have created a new game with minimal plugins, using the same settings as my own project. I entered a battle and used the party switch to swap actors for ones with a bigger id. If you load the save file and enter a new battle you should see the bug. All plugins up to date, MV version is 1.2.0. I have made the screen wider with the core engine, but bug still occurs at default resolution.


Sample Project: https://www.dropbox.com/s/ybxw7abv8a4kvfx/Party%20Switch%20Test.rar?dl=0


Thanks, I'll check it out.
 

oToToToToTo

Veteran
Veteran
Joined
Jul 13, 2015
Messages
46
Reaction score
9
First Language
English
Primarily Uses
Just wanted to say thanks to Yanfly for all the hard work you do making these plugins - I was updating my plugin list (now like 200 strong) and realized that the majority of plugins I'm using aren't even my own they are mostly made by you, haha. Thanks again man. Hope you're doing alright!
 

omega9380

Veteran
Veteran
Joined
Mar 24, 2013
Messages
68
Reaction score
9
First Language
English
Primarily Uses
Plugin Name: YEP_VictoryAftermath


Bug Explanation: Not sure if it is a bug.  When I use YEP_VictoryAftermath in conjunction with the HIME_ExpTables plugin by HimeWorks, I get a crash when the victory window opens up, after the SE plays and the faces are displayed.


Error Report: TypeError: Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': float parameter 3 is non-finite.
    at TypeError (native)
    at Bitmap.gradientFillRect (file:///D:/Documents/RMMV/Demo/js/rpg_core.js:791:24)
    at Bitmap.gradientFillRect (file:///D:/Documents/RMMV/Demo/js/plugins/YEP_CoreEngine.js:616:41)
    at Window_VictoryExp.Window_Base.drawGauge (file:///D:/Documents/RMMV/Demo/js/plugins/YEP_CoreEngine.js:1428:17)
    at Window_VictoryExp.drawExpGauge (file:///D:/Documents/RMMV/Demo/js/plugins/YEP_VictoryAftermath.js:635:10)
    at Window_VictoryExp.drawActorGauge (file:///D:/Documents/RMMV/Demo/js/plugins/YEP_VictoryAftermath.js:595:10)
    at Window_VictoryExp.drawItemGauge (file:///D:/Documents/RMMV/Demo/js/plugins/YEP_VictoryAftermath.js:573:10)
    at Window_VictoryExp.drawAllGauges (file:///D:/Documents/RMMV/Demo/js/plugins/YEP_VictoryAftermath.js:554:41)
    at Window_VictoryExp.updateTicks (file:///D:/Documents/RMMV/Demo/js/plugins/YEP_VictoryAftermath.js:547:10)
    at Window_VictoryExp.update (file:///D:/Documents/RMMV/Demo/js/plugins/YEP_VictoryAftermath.js:536:36)rpg_managers.js:1722 SceneManager.catchExceptionrpg_managers.js:1683 SceneManager.update


Exact Steps on How to Replicate Bug: Enable both YEP_VictoryAftermath and HIME_ExpTables then complete a battle.


Sample Project (REQUIRED): https://dl.dropboxusercontent.com/u/26521500/Demo.7z


I apologize in advance if I am posting this in the wrong place, but I wanted to bring this to your attention.  I realize that the ExpTables plugin is not yours and I am more than willing to try and fix this error myself (I don't code in Java, so if you could point me in the right direction!).  I am absolutely loving your plugins and if Kadokawa does not hire you to code the game engine for the next RM, they are dumb :)  .  I find it MUCH easier to use a table for my exp list than to A. try and create a curve that I like in RMMV, or B. try to figure out a formula for your Class Base Parameters plugin.  I have included the latest version of Hime's plugin in the demo.  Hopefully its a minor fix, I'm guessing your plugin is trying to read a variable that Hime's plugin changes.  If I am posting this wrong, please tell me and I just wont use the Victory Aftermath screen (But I REALLY want to!!! :(  ).  Keep up the hard work, I'm looking forward to the next version of YEP!!!
 
Last edited by a moderator:

Hikarihoshi

Warper
Member
Joined
May 16, 2016
Messages
1
Reaction score
0
First Language
German
Primarily Uses
Hey Yanfly,


I have a question about you're "ItemDurability" plugin.. I have some issues with my items. My items are still unbreakable even if I change it to default 100 or I write the <Durability: x> note on it.. nothing happens.


The installed plug-ins are in the right order. I also tried this plug-ins in a new project but with no succses... Can you please help me with my problem? I really want to use this plugin but I don't have enough skills to use this javascript.. I re
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 7)

Latest Threads

Latest Profile Posts

Inspired by @fluffymonster 's Cute Ghost
His name is POKO!
I made a giant tree + treehouse for the next country woods pack \o\
Calculated my tax refund - CHEERS
Looked at my student debt - cries
Still, might be just enough left over to pay for my new computer, which would be awesome!
And my student debt will be fully paid, which is also pretty nice.
They say nice guys finish last. But mean guys don't finish at all!
I keep forgetting how much I hate how VX-MV implements fences and autotile tables.

Forum statistics

Threads
99,413
Messages
965,035
Members
131,035
Latest member
KeziaG96
Top