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Warionator

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put this code in the notebox of the attack skill:

<setup action>


display action


immortal: targets, true


</setup action>


<target action>


if user.attackMotion() !== 'missile'


move user: targets, front, 20


else


perform start


end


wait for movement


motion attack: user


wait: 10


attack animation: target


wait for animation


action effect


</target action>

Thank you so much it works like a charm ;D Also something completely unrelated I have an enemy with 2 magic attacks and 1 physical, but she is only doing the physical one (default) i messed around with the rating but that did nothing. Any assistance would be great!
 
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passballtotucker

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Thank you so much it works like a charm ;D Also something completely unrelated I have an enemy with 2 magic attacks and 1 physical, but she is only doing the physical one (default) i messed around with the rating but that did nothing. Any assistance would be great!



Did you remember to give the enemy mp? I always forget to do that.
 

OkamiPT

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I do have a question, prolly I'm doing something wrong or it is a bug but:


On the Core Engine I have the Max HP for the users of 100000, but when I get a weapon/armor/whatever that raises HP  ( for testing ) it doesn't go above 9999. am I doing something wrong here? 

I have all Yanfly Scripts updated and some others but I've tested shutting them off but still didn't change a thing. 
 

Hikitsune-Red

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I do have a question, prolly I'm doing something wrong or it is a bug but:


On the Core Engine I have the Max HP for the users of 100000, but when I get a weapon/armor/whatever that raises HP  ( for testing ) it doesn't go above 9999. am I doing something wrong here? 

I have all Yanfly Scripts updated and some others but I've tested shutting them off but still didn't change a thing. 



You have to have changed the parameters in the Core Engine Plug-In, otherwise 9999 is the maximum (Core Engine's default maximum).


If you have done that, or do do  that and the problem persists, then file a bug report in proper:

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. That said, both ATB and CTB are no longer supported by Yanfly, so if you're using them, please remove them from the project used for the bug report.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 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 user 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.
 

OkamiPT

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You have to have changed the parameters in the Core Engine Plug-In, otherwise 9999 is the maximum (Core Engine's default maximum).


If you have done that, or do do  that and the problem persists, then file a bug report in proper:


Thanks I found out what was the problem, I'm so ******ed somtimes. 

It seems that the Base param Control has a command to set Max HP to an Actor/Class and it seems that if you don't set it up it goes to the same 9999 from the Original set. Thanks for the help reading that and cleaning all plug-ins and install them again got me to notice that. 

Thank you for the help :3
 

Susan

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Not sure if this is considered a bug.


Plugin Name: Message Core Extension - Extended Message Pack 1


Bug Explanation: Autoevent messages reposition themselves properly when using character sprites, but when using graphics from the tileset, the autoevent messages appears at the bottom of graphic, rather than at the top, even in the priority has been set to "same as character". I suppose this is because the tiles in tileset doesn't have a sprite height.


Exact Steps on How to Replicate Bug: I made two events in the sample project if you want to check it out. One with a character file graphic, and one from a tileset graphic.


Sample Project : dropbox link here


Also, a small incidental finding when I was checking the plug-in options to see if I could change the parameters:

MHHadnu.png



Default Y parameter's note states "X" instead of "Y".



Thanks for your time and your great plug-ins. :)
 

Yanfly

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Not sure if this is considered a bug.


Plugin Name: Message Core Extension - Extended Message Pack 1


Bug Explanation: Autoevent messages reposition themselves properly when using character sprites, but when using graphics from the tileset, the autoevent messages appears at the bottom of graphic, rather than at the top, even in the priority has been set to "same as character". I suppose this is because the tiles in tileset doesn't have a sprite height.


Exact Steps on How to Replicate Bug: I made two events in the sample project if you want to check it out. One with a character file graphic, and one from a tileset graphic.


Sample Project : dropbox link here


Also, a small incidental finding when I was checking the plug-in options to see if I could change the parameters:

MHHadnu.png



Default Y parameter's note states "X" instead of "Y".



Thanks for your time and your great plug-ins. :)



Thanks! I'll go check this out.
 

Panzerov

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I found a bug with the recent tips and tricks: Mending.

If i have enemy A cast it on enemy B and enemy A dies, the mending buff stays on enemy B.


the healing does not continue, but the state persists for no apparent reason.


I have tried fiddling with the lunatic notes for the state but i can't seem to get it to work.


Thanks in advance for any help and keep up the good work!

 just bumping this cus it was posted literally minutes before yanfly
 

TheTitan99

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This is a weird bug, as I think it'll only happen on pen based tablets? Not sure if you'd even classify it AS a bug, as the plugin is doing what it's suppose to do... just doing it in a very hard to understand and confusing way! I know of a workaround (setting Mouse Over to "false"), but I feel that it should still be reported here, because MAN did it take me a while to figure out what was going on.


Plugin Name: Battle Engine Core


Bug Explanation: On a Microsoft Surface Pro 3 tablet, the Mouse Over setting for the battle engine will cause the game to lock into enemy selection, even though there is no mouse in play anymore.


Error Report: N/A


Exact Steps on How to Replicate Bug: On a Microsoft Surface Pro 3 tablet (maybe also other tablets, can't test), using a touch screen Pen stylus, the game will remember where the pen was last hovering over. Meaning, you hover over X=450, Y=450, then throw the pen across the room, the game will think the mouse is still at point 450,450, 'cause that's where it last was, even though the pen isn't in play anymore. Problem is, tablets don't have mouse icons, since they're touch screen based. Enter combat, and if that last hover over point is now over an enemy, you'll be stuck on that enemy until you get that tablet pen back and hover over something else! The confusion comes from there not being any mouse icons. The game is functioning correctly (it thinks there's a mouse there, even though there isn't, so its trying to hover over that enemy), but if someone jumps back and forth between using the pen and keyboard (like walks with the pen, but uses keyboard for combat, I dunno, happens to me sometimes), it may just look like the game isn't functioning correctly, and is ignoring keyboard inputs.


Sample Project (REQUIRED): https://www.dropbox.com/s/eob66vt5fyvpf8h/Targeting%20Bug.zip?dl=0


Not sure if you'd call this a bug, and certainly no idea how to fix it without turning off mouse over entirely.
 

Yanfly

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This is a weird bug, as I think it'll only happen on pen based tablets? Not sure if you'd even classify it AS a bug, as the plugin is doing what it's suppose to do... just doing it in a very hard to understand and confusing way! I know of a workaround (setting Mouse Over to "false"), but I feel that it should still be reported here, because MAN did it take me a while to figure out what was going on.


Plugin Name: Battle Engine Core


Bug Explanation: On a Microsoft Surface Pro 3 tablet, the Mouse Over setting for the battle engine will cause the game to lock into enemy selection, even though there is no mouse in play anymore.


Error Report: N/A


Exact Steps on How to Replicate Bug: On a Microsoft Surface Pro 3 tablet (maybe also other tablets, can't test), using a touch screen Pen stylus, the game will remember where the pen was last hovering over. Meaning, you hover over X=450, Y=450, then throw the pen across the room, the game will think the mouse is still at point 450,450, 'cause that's where it last was, even though the pen isn't in play anymore. Problem is, tablets don't have mouse icons, since they're touch screen based. Enter combat, and if that last hover over point is now over an enemy, you'll be stuck on that enemy until you get that tablet pen back and hover over something else! The confusion comes from there not being any mouse icons. The game is functioning correctly (it thinks there's a mouse there, even though there isn't, so its trying to hover over that enemy), but if someone jumps back and forth between using the pen and keyboard (like walks with the pen, but uses keyboard for combat, I dunno, happens to me sometimes), it may just look like the game isn't functioning correctly, and is ignoring keyboard inputs.


Sample Project (REQUIRED): https://www.dropbox.com/s/eob66vt5fyvpf8h/Targeting%20Bug.zip?dl=0


Not sure if you'd call this a bug, and certainly no idea how to fix it without turning off mouse over entirely.



It's not a bug.


The same way if a player were to hover his mouse over an enemy, then proceed to yank his mouse out of its socket and throw it across the room, it's not my plugin's fault they're acting like that. In fact, this will apply to ANY game, not just RPG Makers. To fix this, tell your player to stop throwing their pen across the room and use it to move the cursor to where it belongs. If you don't want to have the hover select, then turn it off in the Battle Engine Core plugin parameters.
 
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Lionheart_84

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Tips & Tricks - Gamble Strike - RPG Maker MV










Ever made a skill and wanted to give it special effects that occur only when the skill misses? Well, using Action Sequences, you definitely can!


You can grab the copy/paste code here:
Yanfly.moe: http://yanfly.moe/2016/07/25/tips-tricks-gamble-strike-rpg-maker-mv/


Enjoy!



Interesting ... and you can also do the opposite ??? :D
If the hi is eccellent, the enemy goes into status Slow and user's goes status Haste????? ;)
 
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passballtotucker

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I've got two bugs, one which I mentioned before.


Plugin Name: Item Disassemble


Bug Explanation: If you try to disassemble an item without a disassembler and then press the back button, the dismantled items list will no longer show. If you press up to "use" and then press down to go back to dismantle, the item list will be back but it will say Nan% for the percentages. Exiting the item menu entirely turns it back to normal.


Error Report: n/a


Exact Steps on How to Replicate Bug: Obtain an item that can be disassembled and try to disassemble it without having a disassembler. 


Sample Project (REQUIRED):  https://mega.nz/#!TddjxaLY!OHFhFtuxdZjRmgZ04JhOOzLX4VQAeA-rQCI7yIieJ2U I removed the audio and image folders to decrease file size.


Plugin Name: Event Chase Stealth


Bug Explanation: Whatever the move speed is set to in parameters will change the speed of the player and ALL npcs. It's only suppose to affect the player's speed. I guess this wasn't noticed yet  because the default move speed parameter is 3 and the default event movement is also 3, so you wouldn't even notice the issue unless one of them were changed. 


Error Report: n/a


Exact Steps on How to Replicate Bug: Go into stealth mode on a map with npcs that have different speeds than what the stealth parameter is set to. 


Sample Project (REQUIRED):  https://mega.nz/#!XIECmSTa!itfJNRkuax_FoG2OmOT6Hbr2AC8qY4qe_rvyIw3sGA8 I removed the audio and image folders to decrease file size.
 
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Yanfly

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I've got two bugs, one which I mentioned before.


Plugin Name: Item Disassemble


Bug Explanation: If you try to disassemble an item without a disassembler and then press the back button, the dismantled items list will no longer show. If you press up to "use" and then press down to go back to dismantle, the item list will be back but it will say Nan% for the percentages. Exiting the item menu entirely turns it back to normal.


Error Report: n/a


Exact Steps on How to Replicate Bug: Obtain an item that can be disassembled and try to disassemble it without having a disassembler. 


Sample Project (REQUIRED):  https://mega.nz/#!TddjxaLY!OHFhFtuxdZjRmgZ04JhOOzLX4VQAeA-rQCI7yIieJ2U I removed the audio and image folders to decrease file size.


Plugin Name: Event Chase Stealth


Bug Explanation: Whatever the move speed is set to in parameters will change the speed of the player and ALL npcs. It's only suppose to affect the player's speed. I guess this wasn't noticed yet  because the default move speed parameter is 3 and the default event movement is also 3, so you wouldn't even notice the issue unless one of them were changed. 


Error Report: n/a


Exact Steps on How to Replicate Bug: Go into stealth mode on a map with npcs that have different speeds than what the stealth parameter is set to. 


Sample Project (REQUIRED):  https://mega.nz/#!XIECmSTa!itfJNRkuax_FoG2OmOT6Hbr2AC8qY4qe_rvyIw3sGA8 I removed the audio and image folders to decrease file size.



Thanks, I'll get those fixed for the next update!
 

Snowie

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I have a problem with Item Synthesis, here's hoping you understand what I'm trying to convey =s


(Or just tell me I'm doing it wrong and I'll just give it a dozen more attempts or something)


Plugin Name: Item Synthesis


Bug Explanation: Can't use the "OpenSynthesis Item x" Plugin Command, which (according to the help file) should allow me to access item recipes without needing them and not show me any recipes from items in my inventory. In my particular case I cannot get an unobtained item recipe to show up despite not needing it. This issue also happens for Weapons and Armor


Error Report: No actual error message received.


Exact Steps on How to Replicate Bug: 


1. In the Database, create one or more items to be used as ingredients for the item you wish to craft, for example:


   Item ID 2 is Apple.


   Item ID 3 is Water.


2. In the Database, create the item to be made using the above ingredients, for example:


   Item ID 1 is Apple Juice.


3. In the Database, add the correct notetags to the item you want to make to define its recipe, for example:


   <Synthesis Ingredients>


   item 2: 2


   item 3: 1


   </Synthesis Ingredients>


   This means that creating Apple Juice would require 2 Apples and 1 Water.


4. On the map, create a new event, perhaps give it an image and give it the correct properties, for example:


   Priority: Same as Characters


   Trigger: Action Button


   Contents: Plugin Command: OpenSynthesis Item 1


X. Optionally, you can create an event to give the ingredients to the player, but the recipe should be visible even without those.


5. Save the project and playtest by interacting with the event, the item recipe can not be seen in the Synthesis screen.


Sample Project: https://www.dropbox.com/s/undq5pkvyc383l2/SynthSample.zip


What I'm trying to achieve is simply only showing items when you talk to a cooking pot, weapons when you talk to an anvil, and armor when you talk to another anvil.


Also note that the percentage of collected recipes shows up as "NaN%" for some reason.


(I apologize in advance if I did anything wrong, I am not very familiar with RPGMaker yet)
 
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passballtotucker

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I have a problem with Item Synthesis, here's hoping you understand what I'm trying to convey =s


Plugin Name: Item Synthesis


Bug Explanation: Can't use the "OpenSynthesis Item x" Plugin Command, which (according to the help file) should allow me to access item recipes without needing them and not show me any recipes from items in my inventory. In my particular case I cannot get an unobtained item recipe to show up despite not needing it. This issue also happens for Weapons and Armor


Error Report: No actual error message received.


Exact Steps on How to Replicate Bug: 


1. In the Database, create one or more items to be used as ingredients for the item you wish to craft, for example:


   Item ID 2 is Apple.


   Item ID 3 is Water.


2. In the Database, create the item to be made using the above ingredients, for example:


   Item ID 1 is Apple Juice.


3. In the Database, add the correct notetags to the item you want to make to define its recipe, for example:


   <Synthesis Ingredients>


   item 2: 2


   item 3: 1


   </Synthesis Ingredients>


   This means that creating Apple Juice would require 2 Apples and 1 Water.


4. On the map, create a new event, perhaps give it an image and give it the correct properties, for example:


   Priority: Same as Characters


   Trigger: Action Button


   Contents: Plugin Command: OpenSynthesis Item 1


X. Optionally, you can create an event to give the ingredients to the player, but the recipe should be visible even without those.


5. Save the project and playtest by interacting with the event, the item recipe can not be seen in the Synthesis screen.


Sample Project: https://www.dropbox.com/s/undq5pkvyc383l2/SynthSample.zip


What I'm trying to achieve is simply only showing items when you talk to a cooking pot, weapons when you talk to an anvil, and armor when you talk to another anvil.


Also note that the percentage of collected recipes shows up as "NaN%" for some reason.


(I apologize in advance if I did anything wrong, I am not very familiar with RPGMaker yet)

You still need to make a recipe item. That would be the item you use in the plugin command. 

recipe.PNG

I changed the plugin command to OpenSynthesis Item 4 and it worked fine.
 

Snowie

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You still need to make a recipe item. That would be the item you use in the plugin command. 


I changed the plugin command to OpenSynthesis Item 4 and it worked fine.



Oh so THAT's how it works? I never would have figured that out that you need to make another item to use for the plugin command!


I must not be reading the help file properly or something, hnnnng.


Sorry for the trouble and thanks for the quick answer!


Oh perhaps just one little thing, I noticed that this causes "Collected Recipes" to remain at 0 when using it this way, I suppose there's no way of dealing with that?


Never mind, I was a little too hasty there, sorry!
 
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Hikitsune-Red

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In theory (I am at work, and unable to test this, so all I've got is some quick searching) you should be able to switch the if target.result().missed || target.result().evaded line with if target.result().critical to set-up the scenario for a critical strike.
 
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