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RayKamiya

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I'm having an Issue with the Tips and Tricks Jumping Skill:


I have installed the required plugins as seen here: https://www.dropbox.com/s/d2vgaofoco7ua37/Issue%201.jpg?dl=0


and I have also created the Skills and states Below copied from Yenfly.Moe's website:


https://www.dropbox.com/s/k4pqpke8tqq7nse/Issue%202.jpg?dl=0


https://www.dropbox.com/s/4b4u6l72n58qtz1/Issue%203.jpg?dl=0


and I have the Following in the Notes for the Jump skill:

// Action Sequences


// Setup: Jump animation.


<Setup Action>


display action


camera focus: user


zoom: 150%


perform start


wait: 60


se: Wind1, 80, 150


float user: 495%, 20


opacity user: 0%, 20


wait for float


</Setup Action>


// Whole: Ensure nothing happens.


<Whole Action>


</Whole Action>


// Target: Flag the target.


<Target Action>


action effect


</Target Action>


// Follow: Apply Jump state to user.


<Follow Action>


add state 52: user


</Follow Action>


// Finish: Without landing.


<Finish Action>


clear battle log


reset camera


reset zoom


wait for camera


wait for zoom


</Finish Action>



The following for the Jump State:

// Selection Control


<Cannot Select: All>


// Buffs & States Core


<Custom Leave Effect>


// Get the landing skill.


var skill = 23;


// Get the last targeted index.


var target = -2;


// Queue the forced action.


BattleManager.queueForceAction(user, skill, target);


</Custom Leave Effect>



And finally the following for the Landing Skill:

// Action Sequence


// Setup: Setup landing spot.


<Setup Action>


clear battle log


display action


immortal: targets, true


move user: target, base, 1


</Setup Action>


// Whole: Land and deal damage to all targets.


<Whole Action>


camera focus: target


zoom: 150%


wait: 60


motion attack: user


opacity user: 100%, 1


float user: 0, 20


wait: 10


animation 2: targets


action effect


shake screen: 5, 5, 5


wait for animation


</Whole Action>


// Target: Ensure nothing happens.


<Target Action>


</Target Action>


// Follow: Reset everything.


<Follow Action>


reset camera


reset zoom


jump user: 200%, 30


move user: return, 30


wait for movement


</Follow Action>



Jump is Skill # 22 in my skill list, The jump State is state 52 and the Landing skill is skill #23 in my skill list, when I test this out on a test battle and within a game play test, I have a single party member.


https://www.dropbox.com/s/k555m7y25grzd5d/Issue%204.jpg?dl=0


and i have the Jump skill in her skill list:


https://www.dropbox.com/s/omam6bprplb7q0p/Issue%205.jpg?dl=0


when I use the Jump skill she jumps into the air as normal:


https://www.dropbox.com/s/4fjqt6im5bs8c04/Issue%206.jpg?dl=0


but my issue is she does NOT land on an enemy, she stays in the air and continues to fight but is still airborne.


https://www.dropbox.com/s/8mgylq74hqtlhxu/Issue%207.jpg?dl=0


can someone assist me with this issue please and thanks.
 

HitYourGrandma

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I'm having an Issue with the Tips and Tricks Jumping Skill:

Buffs and States Core would be below the Action Sequence plugins. I also believe Selection Control's version is 1.06a.
Once the jump state is removed is when the rest of the skill activated. So, you'd check 'remove at battle end' and set auto-removal timing of your choice on the jump state's page in the database.

Looking at the order of all of the plugins, I also see that quite a few yanfly plugins aren't in order, as they're usually supposed to go. Putting plugins in order as shown here will usually fix quite a bit of things. 
 
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Thasuki

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Hi Yanfly, I've recently saw the actor party switch extension which was something that I'm loving! I believe I've come across some what I believe is a bug with the plugin, and have recreated in a fresh project linked below that recreates the problem


I have set an auto event that calls the lock plugin command to lock a 5th party member. The 5th actor is unable to be switched into the main party of 4 from the main menu as desired. However in battle, the active party members are able to use the switch command to switch out to the locked actor where then the locked actor isn't able to switch out. I do not believe that the party members in battle should be able to switch out to a locked character.


https://www.dropbox.com/s/n371qlf0zhstf0d/YEP%20DEBUG.7z?dl=0


Thanks for all that you do!! :D
 

HitYourGrandma

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Hi Yanfly, I've recently saw the actor party switch extension which was something that I'm loving! I believe I've come across some what I believe is a bug with the plugin, and have recreated in a fresh project linked below that recreates the problem


I have set an auto event that calls the lock plugin command to lock a 5th party member. The 5th actor is unable to be switched into the main party of 4 from the main menu as desired. However in battle, the active party members are able to use the switch command to switch out to the locked actor where then the locked actor isn't able to switch out. I do not believe that the party members in battle should be able to switch out to a locked character.


https://www.dropbox.com/s/n371qlf0zhstf0d/YEP%20DEBUG.7z?dl=0


Thanks for all that you do!! :D

From the top of this page/the front page:
 

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. DO NOT USE SAVES. I need to know exactly how to recreate the problem from start to finish. Simply giving me a save file tells me nothing.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.
 

RayKamiya

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Buffs and States Core would be below the Action Sequence plugins. I also believe Selection Control's version is 1.06a.
Once the jump state is removed is when the rest of the skill activated. So, you'd check 'remove at battle end' and set auto-removal timing of your choice on the jump state's page in the database.

Looking at the order of all of the plugins, I also see that quite a few yanfly plugins aren't in order, as they're usually supposed to go. Putting plugins in order as shown here will usually fix quite a bit of things. 



Well I moved all my Plugins around using the website and the sample project as a guide and It worked thanks a bunch ^.^
 

RLFHOG3

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Hey yanfly. I've noticed a possible bug involving the element core. For some reason, even if I have the absorb element note tag on a base enemy and hit it with the corresponding element it takes 0 damage instead of healing for a certain amount. I have yet to actually pinpoint where the bug comes from as i made a new project and the note tag worked fine with just the element core, damage core and battle engine core. But if and when i find out what causes the absorb element tag to not function properly, I'll let you know
 

JinKuze

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@Yanfly Quick question, for the Common Event Menu Setup Pack 2 plugin video, I noticed that the menu has a parent event and then sub events under it in the menu.


Is it alright if you shared how you achieved this result?
 

Yanfly

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Got a bug report.


Plugin Name:  YEP Skill Core


Bug Explanation: The <Hide if Learned Skill: X> and related tags don't work for skills added through equipment traits.


Error Report: N/A


Exact Steps on How to Replicate Bug: Add a <Hide if Learned Skill: X> note to a skill and give the skill to an actor. Add a trait to an equip that learns that skill, then equip


it on the actor. Both the new skill and the old skill remain present and usable on the map and in battle.


Sample Project (REQUIRED): https://www.mediafire.com/?28wu8d5jv298rl5


Harold knows the "Spark" skill by default. I tagged it to be replaced if he learns "Fire". The "Shield" armor has a trait that teaches "Fire", and Harold starts equipped with it. There's an event that starts a battle right in front of the player start, for seeing the bug also happening during battle.



This is not a bug. If you add skills through traits, it's only added, not learned. Learned skills have to be either through permanent acquisition either through level up or through the event editor and forcing an actor to learn it. Alternatively, the Skill Learn System plugin will allow them to permanently learn it.


---

I have a question about the Special Parameters formula.  When calculating PDR (Physical Damage Rate) Yanfly explains in the description of the plugin that the lower the PDR percentage the better.  My question is, I am creating some armor that I want to increase the users physical damage resistance.  I'm using the plugins notetags, and Im wondering which one I should use.  Should I change the PLUS, RATE, or FLAT, and should they go up or down?  Thanks!!



The higher your PDR, the more damage you take. You'll want it to go down.


---

I'm having an Issue with the Tips and Tricks Jumping Skill:


I have installed the required plugins as seen here: https://www.dropbox.com/s/d2vgaofoco7ua37/Issue%201.jpg?dl=0


and I have also created the Skills and states Below copied from Yenfly.Moe's website:


https://www.dropbox.com/s/k4pqpke8tqq7nse/Issue%202.jpg?dl=0


https://www.dropbox.com/s/4b4u6l72n58qtz1/Issue%203.jpg?dl=0


and I have the Following in the Notes for the Jump skill:

// Action Sequences


// Setup: Jump animation.


<Setup Action>


display action


camera focus: user


zoom: 150%


perform start


wait: 60


se: Wind1, 80, 150


float user: 495%, 20


opacity user: 0%, 20


wait for float


</Setup Action>


// Whole: Ensure nothing happens.


<Whole Action>


</Whole Action>


// Target: Flag the target.


<Target Action>


action effect


</Target Action>


// Follow: Apply Jump state to user.


<Follow Action>


add state 52: user


</Follow Action>


// Finish: Without landing.


<Finish Action>


clear battle log


reset camera


reset zoom


wait for camera


wait for zoom


</Finish Action>



The following for the Jump State:

// Selection Control


<Cannot Select: All>


// Buffs & States Core


<Custom Leave Effect>


// Get the landing skill.


var skill = 23;


// Get the last targeted index.


var target = -2;


// Queue the forced action.


BattleManager.queueForceAction(user, skill, target);


</Custom Leave Effect>



And finally the following for the Landing Skill:

// Action Sequence


// Setup: Setup landing spot.


<Setup Action>


clear battle log


display action


immortal: targets, true


move user: target, base, 1


</Setup Action>


// Whole: Land and deal damage to all targets.


<Whole Action>


camera focus: target


zoom: 150%


wait: 60


motion attack: user


opacity user: 100%, 1


float user: 0, 20


wait: 10


animation 2: targets


action effect


shake screen: 5, 5, 5


wait for animation


</Whole Action>


// Target: Ensure nothing happens.


<Target Action>


</Target Action>


// Follow: Reset everything.


<Follow Action>


reset camera


reset zoom


jump user: 200%, 30


move user: return, 30


wait for movement


</Follow Action>



Jump is Skill # 22 in my skill list, The jump State is state 52 and the Landing skill is skill #23 in my skill list, when I test this out on a test battle and within a game play test, I have a single party member.


https://www.dropbox.com/s/k555m7y25grzd5d/Issue%204.jpg?dl=0


and i have the Jump skill in her skill list:


https://www.dropbox.com/s/omam6bprplb7q0p/Issue%205.jpg?dl=0


when I use the Jump skill she jumps into the air as normal:


https://www.dropbox.com/s/4fjqt6im5bs8c04/Issue%206.jpg?dl=0


but my issue is she does NOT land on an enemy, she stays in the air and continues to fight but is still airborne.


https://www.dropbox.com/s/8mgylq74hqtlhxu/Issue%207.jpg?dl=0


can someone assist me with this issue please and thanks.


Hi Yanfly, I've recently saw the actor party switch extension which was something that I'm loving! I believe I've come across some what I believe is a bug with the plugin, and have recreated in a fresh project linked below that recreates the problem


I have set an auto event that calls the lock plugin command to lock a 5th party member. The 5th actor is unable to be switched into the main party of 4 from the main menu as desired. However in battle, the active party members are able to use the switch command to switch out to the locked actor where then the locked actor isn't able to switch out. I do not believe that the party members in battle should be able to switch out to a locked character.


https://www.dropbox.com/s/n371qlf0zhstf0d/YEP%20DEBUG.7z?dl=0


Thanks for all that you do!! :D


Hey yanfly. I've noticed a possible bug involving the element core. For some reason, even if I have the absorb element note tag on a base enemy and hit it with the corresponding element it takes 0 damage instead of healing for a certain amount. I have yet to actually pinpoint where the bug comes from as i made a new project and the note tag worked fine with just the element core, damage core and battle engine core. But if and when i find out what causes the absorb element tag to not function properly, I'll let you know



From the first page, the bug report post, the top of this page:


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. DO NOT USE SAVES. I need to know exactly how to recreate the problem from start to finish. Simply giving me a save file tells me nothing.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.


---

@Yanfly Quick question, for the Common Event Menu Setup Pack 2 plugin video, I noticed that the menu has a parent event and then sub events under it in the menu.


Is it alright if you shared how you achieved this result?



I didn't give the "sub events" any icons. I put the icon in the name instead.
 

Omegadragon8

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Tips & Tricks - Actor Transformations - RPG Maker MV


It can do that when you are transformed, as well as the graphics, it also changes the class ??? and this remains until the status is active ??? :guffaw:

 Was that a question? Not sure, but I think I am misunderstanding do to the sentence structure :p  
 

Omegadragon8

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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. DO NOT USE SAVES. I need to know exactly how to recreate the problem from start to finish. Simply giving me a save file tells me nothing.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. 


TERMS OF USE



Any original material made by Yanfly is free for use with both free and commercial RPG Maker games unless specified otherwise. I do not demand royalties or special liberties if you choose to use Yanfly original content in your commercial games. (Although a free copy of your game would be nice!) I only ask that you provide “Yanfly” or “Yanfly Engine” a spot in your game’s credits.


 


Any edits made to Yanfly original material are okay as long as you still provide the proper credit. Any non-Original content posted, linked, or shared on my website and channel will still require you to contact the respective parties for permission of use.


 


I think this is simple. I’d like to keep it simple. I ask of you, as users, to please do not do things that will make me complicate it for everyone.
 

Jonforum

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Hi @Yanfly
 


You seem forget to add this to your core.


Game_Screen.prototype.maxPictures = function() {
return 200;
};


For control picture limit in script call.


I change my limit directly into rpg objects.js
But be great if could have be change in the core of your plugin.


@+++
 

Bearsmith

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This is not a bug. If you add skills through traits, it's only added, not learned. Learned skills have to be either through permanent acquisition either through level up or through the event editor and forcing an actor to learn it. Alternatively, the Skill Learn System plugin will allow them to permanently learn it.



Oh? I thought it was, because in this post you quite clearly said it was supposed to work for skills learned through traits as well. Did you just mean that trait added skills can be hidden too? Because the post you replied to was talking about trait added skills hiding learned skills, not the other way around.


Oh well. I'll just figure out a different way to do it. You might want to make how this works more clear though, since you earlier said it was supposed to do exactly what you're now saying it's not.
 
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RLFHOG3

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Well, turns out the bug came from the fact that i forgot to update my plugins after importing the new plugin files to my project. Silly me. :p


Everything is A-OK with the Element Core
 

Yanfly

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Hi @Yanfly
 


You seem forget to add this to your core.



Game_Screen.prototype.maxPictures = function() {
return 200;
};


For control picture limit in script call.


I change my limit directly into rpg objects.js
But be great if could have be change in the core of your plugin.


@+++



No I didn't. I didn't add it to my core because of 2 main reasons:


1. Changing that value doesn't change the fact you can't increase the maximum number of pictures the editor can handle.


2. Even if you manage to add more pictures through script calls or plugin commands, they will overlay and conflict with the pictures that were meant for battle.


---

Oh? I thought it was, because in this post you quite clearly said it was supposed to work for skills learned through traits as well. Did you just mean that trait added skills can be hidden too? Because the post you replied to was talking about trait added skills hiding learned skills, not the other way around.


Oh well. I'll just figure out a different way to do it. You might want to make how this works more clear though, since you earlier said it was supposed to do exactly what you're now saying it's not.



That's quite the old post. The function was reverted to learned only due to external non-YEP plugins having problems. I'll update the documentation to indicate it works only with learned skills and not skills through traits.
 

ramza

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@Yanfly, I was working on adding an auto-life state like your Auto-Life Tips & Tricks video, and was wondering if it was possible to force the state to trigger an action sequence when the deselect effect happens, even if it's just copying another skill, that would be alright too.


Some of the action sequence functions I can call from battleManager, but some of them won't work this way (or I don't know how to make them work, anyway).


As is, the animation plays as soon as death happens, and the target is healed immediately, without even waiting for the animation to finish, and if an enemy is next to act, it will act while the animation is even still playing. I was hoping to show the actor dead for a bit, do a zoom, show the animation, do some motions, then the heal, you know, standard action sequence stuff.


Is there an easy way to do this, or do I have to figure out how to call everything I want individually from function calls inside the state?


Thanks.
 
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