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bgillisp

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@Izeck: That's the rules. If you don't put a sample project, it is assumed that you don't care enough to get it fixed (see the post at the top of the page), so Yanfly will ignore it. It might be a harsh stance, but yanfly had to take it due to being overloaded. So you will either need to post a sample project, or live with it.


Though, on another note, @Yanfly: You have this same problem in your VXAce scripts too with cooldowns. So if you used that as a base and just converted it to JavaScript, it will have the same problem here in MV too.


@Aurawhisperer: Yep, it will require a new game. The Item core adds a feature called independent items, and once the item's been created in the game (as in, found or added to the party), the stats are permanent, and cannot be changed short of either giving the party another item, or starting over.
 
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Aurawhisperer

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@Izeck: That's the rules. If you don't put a sample project, it is assumed that you don't care enough to get it fixed (see the post at the top of the page), so Yanfly will ignore it. It might be a harsh stance, but yanfly had to take it due to being overloaded. So you will either need to post a sample project, or live with it.


Though, on another note, @Yanfly: You have this same problem in your VXAce scripts too with cooldowns. So if you used that as a base and just converted it to JavaScript, it will have the same problem here in MV too.


@Aurawhisperer: Yep, it will require a new game. The Item core adds a feature called independent items, and once the item's been created in the game (as in, found or added to the party), the stats are permanent, and cannot be changed short of either giving the party another item, or starting over.
Well, that fixed the issue!
 

Yanfly

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A really hope this is a bug and not intentional. It kinda kills the whole point of the party switch system.


Plugin Name: Skill Cooldowns (Whe used with Actor Party Switch)


Bug Explanation: Cooldowns not working when party member is not in combat


Error Report: None


Exact Steps on How to Replicate Bug: Actor A uses a skill with a cooldown then switches for a reserve party member. The skills actor A used will not cooldown while actor A is in reserve.


Sample Project (REQUIRED): Uneeded.


Failure to include a sample project will make the bug report null.


That said, I don't consider this to be a bug either. RPG Maker MV's (and VX, Ace's) code itself does not update members each turn not currently active in battle either. This goes for regeneration, updating states, etc. by default. Cooldowns were included from this updating process to keep everything in synch with the way RPG Maker MV handles it. If this is a problem for your game, I recommend you head over to the Plugin Requests forum: http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/
 
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DreamX

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Tsukihime has a small size project you can download here. You can use that to recreate the error and then upload it in a short period of time.
 
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Izeck

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Tsukihime has a small size project you can download here. You can use that to recreate the error and then upload it in a short period of time.


 Thank you for that. Though i didn't use it (I already had done mine) I will keep it for future use.


Now, to business =] :


 

Plugin Name: Skill Cooldowns (Whe used with Actor Party Switch)


Bug Explanation: Cooldowns not working when party member is in reserve.


Error Report: None


Exact Steps on How to Replicate Bug: Actor A uses a skill with a cooldown then switches for a reserve party member. The skills actor A used will not cooldown while actor A is in reserve.


Sample Project (REQUIRED): https://dl.dropboxusercontent.com/u/52025978/RPG/Skill%20Cooldowns%20and%20Actor%20Party%20Switch.rar
 
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ramza

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 Thank you for that. Though i didn't use it (I already had done mine) I will keep it for future use.


Now, to business =] :


 

Plugin Name: Skill Cooldowns (Whe used with Actor Party Switch)


Bug Explanation: Cooldowns not working when party member is in reserve.


Error Report: None


Exact Steps on How to Replicate Bug: Actor A uses a skill with a cooldown then switches for a reserve party member. The skills actor A used will not cooldown while actor A is in reserve.


Sample Project (REQUIRED): https://dl.dropboxusercontent.com/u/52025978/RPG/Skill%20Cooldowns%20and%20Actor%20Party%20Switch.rar
It was already mentioned that this wasn't considered a bug.


Furthermore, some could say that fixing it to be how you want it would also defeat the purpose of the plugin. If you have one weak character who has a 9999 damage dealing spell with a long cooldown, you could swap them out after using the skill, swap them back in a few turns later and use the skill again, without the downsides of having that weak character in the party for the duration of the cooldown.
 

Crimson Dragon Inc.

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 There is no error log. If I make a sample there will be nothing to show. The bug is (I hoped) clearly explained in my post.


As for how does it kill the party switch:


 Switching party members in battle will be pointless because their cooldowns don't cooldown while they are in reserve. So switching a party member in battle will make that member useless when/if you bring him/her back into the battle ass their skills are still unavailable.




switching is not useless.....specially since you can use it as a tactic to protect your healers, or to get a bout to die character out of the party, or to switch in a character more suited for the fight...there are several strategies for party switching....if the only reason you switch a character is becuase of cooldowns.......your not using it to full potential.........
 

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. 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 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.
 

Izeck

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switching is not useless.....specially since you can use it as a tactic to protect your healers, or to get a bout to die character out of the party, or to switch in a character more suited for the fight...there are several strategies for party switching....if the only reason you switch a character is becuase of cooldowns.......your not using it to full potential.........


 You're not understanding the issue. 'm going to use your example of swtching out the healer to protect it.


 Healer comes in, heals the party (2 turn cooldon on heal abilities).


You switch out the healer for a damage dealer.


Five turns latter, then the party has taken damge and is in need of healing again, so you bring the healer back in.


The healer CANNOT heal because it's heals are STILL on cooldown.


 It negates all strategies because switching out pary members in combat will only make them useless when you bring them back in since none of their abilities (Cooldowns and warmups) will have activated while they are in reserve.

It was already mentioned that this wasn't considered a bug.


Furthermore, some could say that fixing it to be how you want it would also defeat the purpose of the plugin. If you have one weak character who has a 9999 damage dealing spell with a long cooldown, you could swap them out after using the skill, swap them back in a few turns later and use the skill again, without the downsides of having that weak character in the party for the duration of the cooldown.


 That sounds like a balance issue from the game dev. Not a mechanig flaw.


But I get your point.


How about the choice to have the abilities cooldown while in reserve or not?
 
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Izeck

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Unintentional double post
 
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Crimson Dragon Inc.

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 You're not understanding the issue. 'm going to use your example of swtching out the healer to protect it.


 Healer comes in, heals the party (2 turn cooldon on heal abilities).


You switch out the healer for a damage dealer.


Five turns latter, then the party has taken damge and is in need of healing again, so you bring the healer back in.


The healer CANNOT heal because it's heals are STILL on cooldown.


 It negates all strategies because switching out pary members in combat will only make them useless when you bring them back in since none of their abilities (Cooldowns and warmups) will have activated while they are in reserve.


 That sounds like a balance issue from the game dev. Not a mechanig flaw.


But I get your point.


How about the choice to have the abilities cooldown while in reserve or not?


one you would switch the healer out to protect from damage and they shouldnt have used ALL of their spells and abilities if they did then thats on the player, but thats only if the healer is a spell caster, if the healer is someone who has low damage but high speed and can pop items fast then the whole cooldown is well a moot point


generally you would keep the healer in reserve until the party is in need of healing and then you would switch the healer in to start healing your party but once you bring the healer in it generally never possible to pull them out due to needing to keep the whole party healthy, general strategy, 


also using FFX as an exsample having multible types of healers helps in this one who is tanky can keep the party healed and if you desperately need healing cuase the tank cant keep up then you bring in the big healer to start healing


not to mention as stated you make it out like the healer only has 1 healing ability...when they would have several.....cooldowns just force the player to use their spells and abilities strategicly
 

bgillisp

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@Izeck: You're going to want to post this one under javascript requests. The issue is the way MV is set up, all end of turn/start of turn processing is only done to the battle party, not the reserves. More than likely, Yanfly piggybacked off of it with the cooldown/warmup system (considering that's the recommended way to make your plug-ins compatible with others). So you really need a tweak to how end of turn/start of turn processing is done to apply that processing to all members, not just the battle party. Then cooldown/warmups should work on the reserves too.


It's a short fix, I know as I did it in ACE (as I wanted status aliments to also reduce in turn length for those in reserves, making swapping them out a viable strategy). I just don't know enough JavaScript to do it for MV, else I'd post the fix here.
 

Yanfly

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Tips & Tricks - Heighten Magic - RPG Maker MV










Heighten Magic is a state that increases the MP cost of skills and increases the amount of damage dealt by magical skills, too. Here's how to create this nice effect in RPG Maker MV!


You can grab the copy/paste code here:
Yanfly.moe: http://yanfly.moe/2016/08/01/tips-tricks-heighten-magic-rpg-maker-mv/


Enjoy!
 

sol003

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Hi, I found what I think is a bug of sorts with Actor Party Switch again.


Plugin Name: YEP_X_ActorPartySwitch


Bug Explanation: When you switch party members during battle with Actor Party Switch, after the battle, the previous party layout is still shown in the field instead of the new party one made during battle.


Error Report: None


Exact Steps on How to Replicate Bug:


1.Start up the game


2.Enter battle with the slime.


3.Replace Harold, Therese, Marsha, and Lucius with HaroldA,HaroldB,HaroldC,HaroldD


4.Finish the battle


5.Harold, Therese, Marsha and Lucius are still the ones on the field.


6(Optional).Talking to the bat, which causes a screen transition, fixes it.


Sample Project (REQUIRED): https://www.mediafire.com/?m62u5ci175vie1b
I'm not sure if the intention here was that the party will revert to the original members rather than the new ones or if there is no refresh in the field to accommodate the new setup of the party.
 

Yanfly

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Hi, I found what I think is a bug of sorts with Actor Party Switch again.


Plugin Name: YEP_X_ActorPartySwitch


Bug Explanation: When you switch party members during battle with Actor Party Switch, after the battle, the previous party layout is still shown in the field instead of the new party one made during battle.


Error Report: None


Exact Steps on How to Replicate Bug:


1.Start up the game


2.Enter battle with the slime.


3.Replace Harold, Therese, Marsha, and Lucius with HaroldA,HaroldB,HaroldC,HaroldD


4.Finish the battle


5.Harold, Therese, Marsha and Lucius are still the ones on the field.


6(Optional).Talking to the bat, which causes a screen transition, fixes it.


Sample Project (REQUIRED): https://www.mediafire.com/?m62u5ci175vie1b
I'm not sure if the intention here was that the party will revert to the original members rather than the new ones or if there is no refresh in the field to accommodate the new setup of the party.


Thanks, I'll get this fixed by the next update!!
 

passballtotucker

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I found two more bugs.


Plugin Name: Event Chase Stealth 


Bug Explanation:  If "this._seePlayer = false" either through parameter settings or in the custom move route, then the event will notice the player even if the player is on a stealth region ID. I'm assuming this is a bug because in stealth mode they won't notice you and I don't see why stealth regions would be any different. 


Error Report: n/a


Exact Steps on How to Replicate Bug: Walk within the range of the npc on the right and he will notice you even though you're on a stealth region ID,


Sample Project (REQUIRED):  https://mega.nz/#!vAFTBKSD!nXSyHOqBanxtZfGlQ4itLMP1LLTf6j9QYq51wE9tgiA   I removed the audio and image folders to decrease file size.


Plugin Name: Extended Message Pack 1


Bug Explanation:  If using both the name and msgevent text codes while an event is close to the top of the screen, the name box will be cutoff. 


Error Report: n/a


Exact Steps on How to Replicate Bug: Talk to the npc at the top of the screen and you won't see the name box even though the text code is in the message.


Sample Project (REQUIRED): https://mega.nz/#!rAcSQK7T!ryJnTVb6RlgVwrGEKNJQmLiNzTxwQX_jyBQIDSpjKEY   I removed the audio and image folders to decrease file size.
 
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M.I.A.

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I have a question about Row Formation, is it possible to set it to where Items may only be used on Ally Targets if they are in the same row as the User?


Ex:


Ralph (row 1) uses Potion on Bennet (Row 2) = No Effect..


Ralph (Row 1) uses Potion on Bennet (Row 1) = Bennet is healed


Thanks!!
 

Quite.Toxick

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Tips & Tricks - Heighten Magic - RPG Maker MV


Heighten Magic is a state that increases the MP cost of skills and increases the amount of damage dealt by magical skills, too. Here's how to create this nice effect in RPG Maker MV!


You can grab the copy/paste code here:
Yanfly.moe: http://yanfly.moe/2016/08/01/tips-tricks-heighten-magic-rpg-maker-mv/


Enjoy!




Nice one!


I never thought to use a method (that is the right term, isn't it?) like "this.isMagical" in a formula...


Is there somewhere, hidden in some file, a list of methods and operators etc that can be used in statements and formulas in RMMV?



I tried using $gameparty.luck in a formula recently, but apparently such a thing doesn't exist (as it does for agility)...  


but could it be defined wherever $gameparty.luck has it's home base?  ;)


Any hint would be appreciated  :rock-right:
 
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I never thought to use a method (that is the right term, isn't it?) like "this.isMagical" in a formula...


Is there somewhere, hidden in some file, a list of methods and operators etc that can be used in statements and formulas in RMMV?



I tried using $gameparty.luck in a formula recently, but apparently such a thing doesn't exist (as it does for agility)...  


but could it be defined wherever $gameparty.luck has it's home base?  ;)


Any hint would be appreciated  :rock-right:
I personally think it's a misspelling: the luck stat should be written as LUK or luk.
 

Yanfly

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I found two more bugs.


Plugin Name: Event Chase Stealth 


Bug Explanation:  If "this._seePlayer = false" either through parameter settings or in the custom move route, then the event will notice the player even if the player is on a stealth region ID. I'm assuming this is a bug because in stealth mode they won't notice you and I don't see why stealth regions would be any different. 


Error Report: n/a


Exact Steps on How to Replicate Bug: Walk within the range of the npc on the right and he will notice you even though you're on a stealth region ID,


Sample Project (REQUIRED):  https://mega.nz/#!vAFTBKSD!nXSyHOqBanxtZfGlQ4itLMP1LLTf6j9QYq51wE9tgiA   I removed the audio and image folders to decrease file size.


Plugin Name: Extended Message Pack 1


Bug Explanation:  If using both the name and msgevent text codes while an event is close to the top of the screen, the name box will be cutoff. 


Error Report: n/a


Exact Steps on How to Replicate Bug: Talk to the npc at the top of the screen and you won't see the name box even though the text code is in the message.


Sample Project (REQUIRED): https://mega.nz/#!rAcSQK7T!ryJnTVb6RlgVwrGEKNJQmLiNzTxwQX_jyBQIDSpjKEY   I removed the audio and image folders to decrease file size.


Thanks for the reports! I'll get this fixed by next update!


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I have a question about Row Formation, is it possible to set it to where Items may only be used on Ally Targets if they are in the same row as the User?


Ex:


Ralph (row 1) uses Potion on Bennet (Row 2) = No Effect..


Ralph (Row 1) uses Potion on Bennet (Row 1) = Bennet is healed


Thanks!!


You'd have to use the Selection Control plugin and Lunatic Mode.


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Nice one!


I never thought to use a method (that is the right term, isn't it?) like "this.isMagical" in a formula...


Is there somewhere, hidden in some file, a list of methods and operators etc that can be used in statements and formulas in RMMV?



I tried using $gameparty.luck in a formula recently, but apparently such a thing doesn't exist (as it does for agility)...  


but could it be defined wherever $gameparty.luck has it's home base?  ;)


Any hint would be appreciated  :rock-right:


There's no documentation. You'd have to go through the rpg_x.js code inside your /js/ folder. The viable function names are a part of the code. Other than that, the only thing close to documentation for this would be the script call list: 
 
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