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Yanfly

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Hi. I have read your rules. However, I do not know if this is classified as a bug or request (I have also made a post in the JS Support subforum).
 


Plugin Name: Call Event
 


Bug Explanation: It works as required. However, when obtaining map co-ordinates of an event, it obtains from the event with the Call Event command.
 


Error Report: None
 


Exact Steps on How to Replicate Bug: 
 


Event 1 (45, 0): Call Event 2
Event 2 (11, 11): Obtain co-ordinates of this event (Event 2) and do stuff.


When Event 2 is called via Event 1, the co-ordinates turn out to be 45,0 and not 11,11.
How may I rectify this?


Sample Project (REQUIRED): Not required? It is only using default event commands and no other plugins.


Sample Projects are REQUIRED. No exceptions.


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

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Tips & Tricks - Adapting Armor - RPG Maker MV












The Adapting Armor is a neat piece of armor. When the user takes damage from an elemental attack, the user will gain a temporary buff that grants a small resistance to the elemental damage received. Watch the video to observe how to make the Adapting Armor in RPG Maker MV!


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


Enjoy!
 

SprkLe16

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Hello,


So I have a question about the Action Sequence plugins...


Is it possible to rotate the battle animations? Like if I wanted to use the default animation "Fire One 1" as a beam, how can I rotate it so that it's horizontal instead of vertical?


Thanks,


Rez
 

Crimson Dragon Inc.

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Tips & Tricks - Adapting Armor - RPG Maker MV












The Adapting Armor is a neat piece of armor. When the user takes damage from an elemental attack, the user will gain a temporary buff that grants a small resistance to the elemental damage received. Watch the video to observe how to make the Adapting Armor in RPG Maker MV!


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


Enjoy!


yes yes may the evil adaptoid army become real :D
 

Mastens

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Not really a bug but more a question.


For Yanfly's Selection Control (which is awesome BTW), is there a way to switch between a single/multiple target via touch? I have used it and it works perfectly if you have a gamepad, or keyboard etc. But I haven't found a way to toggle between a single and multiple targeting skill if using mouse or touch (for mobile etc). Any ideas? Or is this feature not available? And if it isn't would it be possible to create a common event in battle that would allow a player to tap or click a button to toggle to multi?
 

Crimson Dragon Inc.

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hmmm this might be for a tips & tricks but is it possible with your plug ins (using lunatic mode odviously) to have a skill that give differant states to differant actors? like for three special actors it gives bonus buffs and states but everyone else gets a basic heal and buff?
 

Quite.Toxick

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Hey fellow Yanfly-Plugin-Users,


this elemental Tips & Tricks had me have a closer look at the Element Core.


Just one quick question: The default setting for Multiple-Element Rulings in the Plugin Parameters is "2".


What does that mean?


I assume it refers to the plugin notes:


"<Multi-Element Rule: Lowest>"


"<Multi-Element Rule: Add>"


"<Multi-Element Rule: Multiply>"


"<Multi-Element Rule: Highest>"


"<Multi-Element Rule: Average>"


But does the count start with 0 or 1, so does "2" mean "Multiply" or "Add"?


And do these terms mean what I think they do? So let's say a skill does Fire and Ice damage. The enemy's Element Rate for Fire is 120%, and for Ice 60%.


Lowest: 60% of the damage go through. Emphasis on resistance.


Add: 60% + 120% = 180% damage… this can't be right, it doesn't make much sense that the enemy takes even more damage than from a regular Fire spell.


So I guess rates below 100% count as negative numbers: (60-100=) - 40% + 120% = 80% damage


Multiply: 60% = 0.6 and 120% = 1.2 therefore 0.6 x 1.2 = 0.72 = 72% damage


Highest: 120% damage. Emphasis on weakness.


Average: Here the plugin help states that the average of ALL Elemental Rates is used. Thus if we had 9 Elements (Physical, Fire, Ice, Thunder, Water, Earth, Wind, Light, Dark) the sum would be 100+120+60+100+100+100+100+100+100 = 880% and 880% / 9 = 97.7% … which meant that the weakness had almost no effect.


Any experience and insight to confirm or correct my assumptions would be welcome.


Thank you and have a great day  BD


~QT
 

chalkdust

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Yanfly, there is a small error in the @desc text of one of your plugins. This is not a "bug" and the plugin works fine, the text is just misleading to the user.


Plugin Name: YEP_MapSelectSkill


Explanation: The @desc text for the "Default Y Position" @param offers the options "top center bottom". In reality, your plugin uses the word "middle" instead of center.


Not a big deal, but I figured you'd want to fix it before someone reports it as a bug when it's really just a mistake in the help text.
 

Yanfly

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Not really a bug but more a question.


For Yanfly's Selection Control (which is awesome BTW), is there a way to switch between a single/multiple target via touch? I have used it and it works perfectly if you have a gamepad, or keyboard etc. But I haven't found a way to toggle between a single and multiple targeting skill if using mouse or touch (for mobile etc). Any ideas? Or is this feature not available? And if it isn't would it be possible to create a common event in battle that would allow a player to tap or click a button to toggle to multi?


There isn't. This will have to be something I have to implement later separately.


---

Hey fellow Yanfly-Plugin-Users,


this elemental Tips & Tricks had me have a closer look at the Element Core.


Just one quick question: The default setting for Multiple-Element Rulings in the Plugin Parameters is "2".


What does that mean?


I assume it refers to the plugin notes:


"<Multi-Element Rule: Lowest>"


"<Multi-Element Rule: Add>"


"<Multi-Element Rule: Multiply>"


"<Multi-Element Rule: Highest>"


"<Multi-Element Rule: Average>"


But does the count start with 0 or 1, so does "2" mean "Multiply" or "Add"?


And do these terms mean what I think they do? So let's say a skill does Fire and Ice damage. The enemy's Element Rate for Fire is 120%, and for Ice 60%.


Lowest: 60% of the damage go through. Emphasis on resistance.


Add: 60% + 120% = 180% damage… this can't be right, it doesn't make much sense that the enemy takes even more damage than from a regular Fire spell.


So I guess rates below 100% count as negative numbers: (60-100=) - 40% + 120% = 80% damage


Multiply: 60% = 0.6 and 120% = 1.2 therefore 0.6 x 1.2 = 0.72 = 72% damage


Highest: 120% damage. Emphasis on weakness.


Average: Here the plugin help states that the average of ALL Elemental Rates is used. Thus if we had 9 Elements (Physical, Fire, Ice, Thunder, Water, Earth, Wind, Light, Dark) the sum would be 100+120+60+100+100+100+100+100+100 = 880% and 880% / 9 = 97.7% … which meant that the weakness had almost no effect.


Any experience and insight to confirm or correct my assumptions would be welcome.


Thank you and have a great day  BD


~QT


The parameter settings state what the numbers represent:





And yes, your assumptions are correct. To clarify for add, it's added based on the difference away from 100%. So in your case, it's +20% and -40% for a total of -20% less damage.

Yanfly, there is a small error in the @desc text of one of your plugins. This is not a "bug" and the plugin works fine, the text is just misleading to the user.


Plugin Name: YEP_MapSelectSkill


Explanation: The @desc text for the "Default Y Position" @param offers the options "top center bottom". In reality, your plugin uses the word "middle" instead of center.


Not a big deal, but I figured you'd want to fix it before someone reports it as a bug when it's really just a mistake in the help text.


Thanks.
 

Quite.Toxick

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The parameter settings state what the numbers represent:




Huh, thats weird, the bottom line doesn't show up in my editor, despite being the same plugin version. Maybe a resolution/Mac issue?


So now I feel a bit stupid… Sorry to have botherd anyone.  :headshake:  


/monthly_2016_08/1.png.422414b1677782b5be4ad2b73d2786d9.png


Thanks for clarifying the math behind it, though!
 

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Yanfly

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Huh, thats weird, the bottom line doesn't show up in my editor, despite being the same plugin version. Maybe a resolution/Mac issue?


So now I feel a bit stupid… Sorry to have botherd anyone.  :headshake:  


/monthly_2016_08/1.png.422414b1677782b5be4ad2b73d2786d9.png


Thanks for clarifying the math behind it, though!


Huh, didn't realize that was a problem on Macs. I'll have to get this reported then. Thanks for alerting me! :)
 

Lnik3500

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PLUGINS:


Battle Engine Core


Target Core


Selection Control


BUG EXPLANATION:


In Selection Control plugin, if the option to enable targeting for both enemies and actors is on, and Battle Engine Core disables visual targeting to popup the enemy and actor window, it will show as if visual enemy target and visual actor target were set to True, which is set to False. By disabling Selection Control, the options for Battle Engine Core works


ERROR REPORT:


None


STEP BY STEP GUIDE:


1- Open the project :p  


2- Test the game and talk to the only NPC shown in the map, it should start a battle against 2 bats


3- Select Attack. You should see that everything is fine going by Battle Engine Core plugin parameters 


     it should look like this:




4- Close the game and enable Selection Control plugin


5- Test the game again, go to battle and select Attack. The targeting will become weird and it seems that actors cannot be selected with the mouse


     It now looks like this:




PLUGIN SETUP I USED:


Battle Engine Core - 


   Everything is by default, except for:


   - Visual Enemy Select > Set to False


   - Visual Actor Select > Set to False


Target Core -


   Used only because it is required for Selection Control


Selection Control - 


   Everything to default


SAMPLE PROJECT:


http://www.mediafire.com/download/8jbcch2yens8qhc/2016-08-09+Bug+Report+-+Selection+Control.rar
 
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masterlobo

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Hello,


I'm not sure if this is a bug or a missing feature (in case this is not expected behavior then I will file the bug report in the intended format), it it's the intended behavior then I won't :)


When using the Action Sequence Packs and Front View Battle System,


Is the camera zoom action supposed to work?


Is the move action supposed to work for front view enemy sprites? 


What about float?


Thanks in advance!
 

Yanfly

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PLUGINS:


Battle Engine Core


Target Core


Selection Control


BUG EXPLANATION:


In Selection Control plugin, if the option to enable targeting for both enemies and actors is on, and Battle Engine Core disables visual targeting to popup the enemy and actor window, it will show as if visual enemy target and visual actor target were set to True, which is set to False. By disabling Selection Control, the options for Battle Engine Core works


ERROR REPORT:


None


STEP BY STEP GUIDE:


1- Open the project :p  


2- Test the game and talk to the only NPC shown in the map, it should start a battle against 2 bats


3- Select Attack. You should see that everything is fine going by Battle Engine Core plugin parameters 


     it should look like this:




4- Close the game and enable Selection Control plugin


5- Test the game again, go to battle and select Attack. The targeting will become weird and it seems that actors cannot be selected with the mouse


     It now looks like this:




PLUGIN SETUP I USED:


Battle Engine Core - 


   Everything is by default, except for:


   - Visual Enemy Select > Set to False


   - Visual Actor Select > Set to False


Target Core -


   Used only because it is required for Selection Control


Selection Control - 


   Everything to default


SAMPLE PROJECT:


http://www.mediafire.com/download/8jbcch2yens8qhc/2016-08-09+Bug+Report+-+Selection+Control.rar


This is a known issue. Selection Control disables access to the clicking mechanic because it causes conflicts. This will be addressed at a later time.
 

Yanfly

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Tips & Tricks - Poach (Final Fantasy Tactics) - RPG Maker MV










In Final Fantasy Tactics, Thieves can gain the ability: Secret Hunt, which effectively lets them Poach enemies. Poached enemies, when killed by a character with Secret Hunt, will give extra item(s) to the player. Here's how you can create this effect for RPG Maker MV!


You can grab the copy/paste code here:
Yanfly.moe: http://yanfly.moe/2016/08/10/tips-tricks-poach-final-fantasy-tactics-rpg-maker-mv/


Enjoy!
 

ThuroGee

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Plugin: Item Synthesis & MainMenuManager


Issue: Synthesis not appearing in the Menu


Bug explanation:


The Synthesis option is simply not appearing (with relevant settings set to "true" and even after calling "ShowSynthesis")


How to replicate: Actually - and this is the funny part: I have no idea! After I started an empty game with the core plugins along with item synthesis and menu manager alone,


everything was working smoothly. Apparently though, other's were facing the same issue, so it might very well be some interference with some other plugins.


So just to be on the safe side, her is a....


Workaround to fix: Manually add an entry for the synthesis to the MenuManager by creating the following entry:


Menu x Name: Yanfly.Param.ISSynthCmd


Menu x Symbol: synthesis


Menu x Show: Imported.YEP_ItemSynthesis && $gameSystem._showSynthesis


Menu x Enabled: Imported.YEP_ItemSynthesis && $gameSystem._enableSynthesis
 
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I'm considering getting rid of the Class Change Core and Subclass plugins, because I've kinda realized I don't really NEED them for my project (character classes are actually part of characters's personality/lifestyle and gaining a new class is part of their growth and character development, and having them just be able to switch on the fly would kind of be Gameplay and Story Segregation IMO), but at the same time I like being able to write descriptions for what each class does (though I suppose I could just put that in an event somewhere in-game, worldbuilding and all) and I'd feel bad if I wasn't using pretty much ALL of your stuff just because I love your work and want to support you.
 

Meteodros

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Since RPG Maker MV has updated to 1.3.0, will you need to update your plugins like for 1.1.0?
 

cekobico

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Since RPG Maker MV has updated to 1.3.0, will you need to update your plugins like for 1.1.0?
I second this query since if there are YEP plugins that might not work in 1.3.0, I would withhold updating before I break things up :x 
 

Yanfly

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I'm considering getting rid of the Class Change Core and Subclass plugins, because I've kinda realized I don't really NEED them for my project (character classes are actually part of characters's personality/lifestyle and gaining a new class is part of their growth and character development, and having them just be able to switch on the fly would kind of be Gameplay and Story Segregation IMO), but at the same time I like being able to write descriptions for what each class does (though I suppose I could just put that in an event somewhere in-game, worldbuilding and all) and I'd feel bad if I wasn't using pretty much ALL of your stuff just because I love your work and want to support you.


Haha, if you don't need them, you don't have to use them. In fact, it'd be better if you don't put them in your game to reduce the clog it doesn't need. :)


---

Since RPG Maker MV has updated to 1.3.0, will you need to update your plugins like for 1.1.0?

I second this query since if there are YEP plugins that might not work in 1.3.0, I would withhold updating before I break things up :x 


There's only one plugin as far as I know that needs updating from 1.2.0 to 1.3.0 and that's the Animate Tiles Option plugin. I'll have to get to work on that one once I go home. My plugins are typically made to adapt to changes within the base code or non-Yanfly plugins added to the game. While it isn't perfect, looks like this time, it paid off. :)
 
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