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Linard

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RMMV  v1.3.1


Plugin Name: YEP_PictureCommonEvents


Bug Explanation: Calling the plugincommand: HidePictureCommonEvents are not working and i don't know if the plugincommand: ShowPictureCommonEvents are working too (because i tried to set the opacity of the pictures to 0 and call that command then it's not work).


Error Report: None.


Exact Steps on How to Replicate Bug: 


- Run a play test with show the picture.


- Call the plugin command and it's not working.


Sample Project (REQUIRED): Here's the sample project


Thank you :)
 

Crimson Dragon Inc.

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hmmm um how would one go about setting up a self variable for an actors? or is that not possible yet?
 

Nanaya

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Well, what about actor variable ?


Or else, a skill or a state or a script command that use "user._blalbla" variable.


Or even both, in the demo sample I provided (although it's in french, sorry) characters as their own IP (improvement point), that they gain every 4 level (just like in D&D5). Through a common event and "YEP_X_ActorVariables.js" I've managed to include these points in variable shown in the menu. With it, they can improve their basic state.


Is it what your looking for ?
 

Crimson Dragon Inc.

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Well, what about actor variable ?


Or else, a skill or a state or a script command that use "user._blalbla" variable.


Or even both, in the demo sample I provided (although it's in french, sorry) characters as their own IP (improvement point), that they gain every 4 level (just like in D&D5). Through a common event and "YEP_X_ActorVariables.js" I've managed to include these points in variable shown in the menu. With it, they can imp


Is it what your looking for ?




no i'm looking at setting up variables for use in the base param, special param and extra param formulas using the plug ins provided by yanfly
 

Nanaya

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no i'm looking at setting up variables for use in the base param, special param and extra param formulas using the plug ins provided by yanfly
That's exactly what I did.


My variables change the Plus value, not the Flat, and is used in the actors base parameters formula.


Here some sample :


At the start of the game


var persoID = 1


var persoDN = 12


$gameActors.actor(persoID)._paramPlus[7] += 2;


$gameActors.actor(persoID)._paramPlus[0] += (4*(Math.ceil(Math.random()*persoDN + 1) + Math.floor(($gameActors.actor(persoID).paramBase(3) + $gameActors.actor(persoID).paramPlus(3) - 10) / 2)));


$gameActors.actor(persoID).refresh();


Through each level up (level up event)


$gameVariables.setValue(163, $gameActors.actor(1)._pointrestant);


And here one the skill they use to get stronger (Aka, more strengh point)


<Learn Cost Eval>


user._pointrestant = user._pointrestant || 0;


user._paramPlus[2] += 1;


user._pointrestant -= 1;


$gameVariables.setValue(163, $gameActors.actor(1)._pointrestant);


user.forgetSkill(41);


user.refresh();


</Learn Cost Eval>


Does it look like more what you'rel looking for ?
 

Goldschuss

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edit: issue solved
 
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Crimson Dragon Inc.

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That's exactly what I did.


My variables change the Plus value, not the Flat, and is used in the actors base parameters formula.


Here some sample :


At the start of the game


var persoID = 1


var persoDN = 12


$gameActors.actor(persoID)._paramPlus[7] += 2;


$gameActors.actor(persoID)._paramPlus[0] += (4*(Math.ceil(Math.random()*persoDN + 1) + Math.floor(($gameActors.actor(persoID).paramBase(3) + $gameActors.actor(persoID).paramPlus(3) - 10) / 2)));


$gameActors.actor(persoID).refresh();


Through each level up (level up event)


$gameVariables.setValue(163, $gameActors.actor(1)._pointrestant);


And here one the skill they use to get stronger (Aka, more strengh point)


<Learn Cost Eval>


user._pointrestant = user._pointrestant || 0;


user._paramPlus[2] += 1;


user._pointrestant -= 1;


$gameVariables.setValue(163, $gameActors.actor(1)._pointrestant);


user.forgetSkill(41);


user.refresh();


</Learn Cost Eval>


Does it look like more what you'rel looking for ?




no no it is not
 

Yanfly

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RMMV  v1.3.1


Plugin Name: YEP_PictureCommonEvents


Bug Explanation: Calling the plugincommand: HidePictureCommonEvents are not working and i don't know if the plugincommand: ShowPictureCommonEvents are working too (because i tried to set the opacity of the pictures to 0 and call that command then it's not work).


Error Report: None.


Exact Steps on How to Replicate Bug: 


- Run a play test with show the picture.


- Call the plugin command and it's not working.


Sample Project (REQUIRED): Here's the sample project


Thank you :)


Thanks, I'll get this fixed.


---

hmmm um how would one go about setting up a self variable for an actors? or is that not possible yet?


Self variables don't exist for actors in the sense the editor does. Further discussion of this should go to the JavaScript support forum: http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/
 
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RMMV v.1.3.1


Pulgin Name: YEP_X_ActSeqPack2


Bug Explanation: After the 1.3.0 and 1.3.1 update, making an action sequence for a skill will not display action name or the action text (I made action text true).


Error Report: None


Exact Steps to Replicate Bug:


-Go into a battle


-Use the skill "Fang", which has the action sequence notes


Sample Project: http://www.mediafire.com/download/8r90n3a8b70ku5w/Project1.zip


Note: These are the text notes for the skill. It worked fine before the update.


<setup action>


animation 52: user


wait: 35


</setup action>


<target action>


MOTION ATTACK: user


wait: 30


animation 7: target


wait: 30


action effect


<\target action>
 
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Yanfly

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RMMV v.1.3.1


Pulgin Name: YEP_X_ActSeqPack2


Bug Explanation: After the 1.3.0 and 1.3.1 update, making an action sequence for a skill will not display action name or the action text (I made action text true).


Error Report: None


Exact Steps to Replicate Bug:


-Go into a battle


-Use the skill "Fang", which has the action sequence notes


Sample Project: http://www.mediafire.com/download/8r90n3a8b70ku5w/Project1.zip


Note: These are the text notes for the skill. It worked fine before the update.


<setup action>


animation 52: user


wait: 35


</setup action>


<target action>


MOTION ATTACK: user


wait: 30


animation 7: target


wait: 30


action effect


<\target action>


Action sequence help goes here: 
 
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Sorry about that. I thought it was a bug since I had done the same thing before the update and it had worked. I will ask about this in the proper section.
 

Kilitar

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Plugin Name: 


Yep_RegionEvents


Yep_PictureCommonEvents


Bug Explanation: If both plugins active, and you put an event on region tagged tile (with linked common event via Yep_RegionEvents), event trigger is ignored if it is set as  bellow character/event touch or bellow character/player touch. Bug is present in MV 1.2. as well as 1.3.1 so it is not related to recent MV update. 


More details available here but not exactly necessary 





Error Report: No error message


Exact Steps on How to Replicate Bug: fresh project, cover map with region 1, link region 1 to simple common event 1 via plugin parameters of Yep_RegionEvents. Put an event with setting bellow character/event touch or bellow character/player touch. This Local event is ignored. 


If you remove region tag, or disable one of plugins above, or change local event trigger to same as character, then local event works. 


Problem is only if all conditions above are met (both plugins active, common event linked to region, region on tile bellow local event, local event settings bellow character/event touch or bellow character/player touch)


Sample Project (REQUIRED): stripped sample included, two events - EV002 working cos not region tagged, EV001 is bugged one. 


Project size is 5,5MB  http://johauna.kilitar.cz/BugProject1.3.zip


EDIT: reuploaded sample project with yesterday updated Yep_PictureCommonEvents 1.04


Problem still  persist after update. 
 
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Kilitar

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@Yanfly I have a bug to report, skill cooldown doesn't work for me...


I've tryed severals times, so I've followed the bug report guide (and still doesn't work)


so here it is the sample bug report project: http://www.mediafire.com/download/xrb97ion76noprv/YEPDebug_skillcooldown.zip
Raffa50, I tried to check your project. 


First, its unnecesary big, second,  you made simple mistake to NOT read plugin description.


Problem is,  you have cooldown on skills, but in the same time same skills on "bypass cooldown" table in plugin parameters


Skills on "bypass table" are NEVER on cooldown. 


EDIT: Project is playable, I stupidly run it within zip archive :)  


ItalianBug.PNG
 
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Yanfly

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Plugin Name: 


Yep_RegionEvents


Yep_PictureCommonEvents


Bug Explanation: If both plugins active, and you put an event on region tagged tile (with linked common event via Yep_RegionEvents), event trigger is ignored if it is set as  bellow character/event touch or bellow character/player touch. Bug is present in MV 1.2. as well as 1.3.1 so it is not related to recent MV update. 


More details available here but not exactly necessary 





Error Report: No error message


Exact Steps on How to Replicate Bug: fresh project, cover map with region 1, link region 1 to simple common event 1 via plugin parameters of Yep_RegionEvents. Put an event with setting bellow character/event touch or bellow character/player touch. This Local event is ignored. 


If you remove region tag, or disable one of plugins above, or change local event trigger to same as character, then local event works. 


Problem is only if all conditions above are met (both plugins active, common event linked to region, region on tile bellow local event, local event settings bellow character/event touch or bellow character/player touch)


Sample Project (REQUIRED): stripped sample included, two events - EV002 working cos not region tagged, EV001 is bugged one. 


Project size is 5,5MB  http://johauna.kilitar.cz/BugProject1.3.zip


EDIT: reuploaded sample project with yesterday updated Yep_PictureCommonEvents 1.04


Problem still  persist after update. 


This is not a bug. The same way if you were to make two events that trigger on step, then move them on top of each other, only one will run. It is entirely your responsibility to use the plugin correctly the same way it is your responsibility to use the event editor properly for your games. My recommendation for you is to make your step event run, and then at the end of it, call the intended region's common event the traditional way.
 
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