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Leysos

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Hi, I'd like to report a bug or something. With Yanfly Message Core plugin you are able to have name boxes and colours and icons working- but for some reason I am unable to have names coloured in name boxes.


I have in my message window this: \C[5]\n<Store Clerk \I[5]>


But no matter what colour I assign it- it always remains yellow, I am not sure if this is intended but I would like to have colours associated with there names in the name boxes.


You have to put the color tags inside the name tag. Try the string \n<\C[5]Store Clerk\C>


 

Skurge

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Thank you for that, now I can move on :)
 

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Hey, Yanfly. I have a suggestion (probably for a Tip & Trick, but it can be complex enough to justify a new plugin, I guess).


What about an Aggro system? Yes, you can create a status that increase or reduce your Target Rate, but it fixed numbers and a lot limiting. I think about a status that increase "threat" (or Target Rate) the more damage you do, making the enemies more likely to attack you. Also, the more the turn it takes, less threat the heroes will have. That way, we have a more dynamic fighting control. Taunt skill is very nice, but it's much more determining. Either the enemy will necessarily attack the hero taunting or you will not have any control about this. The dynamic increase and decrease to threat adds some "middle ground" to it.


I didn't try yet, but it seems like it can be reproduced using the current plugins you have, but what if I want more customization to that threat dynamic? Let's say I want some class to increase threat at a higher (ou lower) rate or a skill that increase or decrease the threat by a flat number. Maybe a plugin will be necessary to accomplish this... I don't know.


I'm not sure if you will pick this suggestion, but I fell like I should try, since it's a relatively common system.


Thanks, anyway for the excellent plugins! =)
 

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Yanfly.. my best Scripter <3



I dunno if it's a bug or not.


But The GabWindow doesn't work together with CommonEventMenu.


Like you mention in the video the Gab will pause/stop while being in the menu (that's good and rly helpful) + it's behind the menu


But using CommonEventMenu with ButtonCommonEvents it won't pause and is in front of the menu if you are using a menu via Key Button press (like Help Menu in my case)


This is primarily because the common event menu is a menu that exists while on the map. It doesn't leave the map scene, meaning the gabs will continue. However, I'll look into this issue.


---

Hey, Yanfly. I have a suggestion (probably for a Tip & Trick, but it can be complex enough to justify a new plugin, I guess).


What about an Aggro system? Yes, you can create a status that increase or reduce your Target Rate, but it fixed numbers and a lot limiting. I think about a status that increase "threat" (or Target Rate) the more damage you do, making the enemies more likely to attack you. Also, the more the turn it takes, less threat the heroes will have. That way, we have a more dynamic fighting control. Taunt skill is very nice, but it's much more determining. Either the enemy will necessarily attack the hero taunting or you will not have any control about this. The dynamic increase and decrease to threat adds some "middle ground" to it.


I didn't try yet, but it seems like it can be reproduced using the current plugins you have, but what if I want more customization to that threat dynamic? Let's say I want some class to increase threat at a higher (ou lower) rate or a skill that increase or decrease the threat by a flat number. Maybe a plugin will be necessary to accomplish this... I don't know.


I'm not sure if you will pick this suggestion, but I fell like I should try, since it's a relatively common system.


Thanks, anyway for the excellent plugins! =)


I'm sorry, but this thread isn't used for plugin suggestions.


THIS THREAD WILL BE USED FOR PLUGIN UPDATES, NEW YEP VIDEOS, 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.
 

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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.  If you do not attach a sample project to the bug report, your bug report WILL BE ignored. There are NO exceptions.


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.


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. 


Copying this to the new page.
 

Yanfly

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Barby

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@Barby : can you post a picture of your notetag ? (because if it's just what you've posted above, it's not the correct way to write it. See the help file inside the plugin)


I've try to replace the <Augment Slot> in weapon notetags but nothing...


I don't understand the problem...

Immagine.png
 

Rivingtondown

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Using the Item Core plugin I'm trying to have my game display the independent item variance "Boosts" suffix in the item name. For example "Claws (+1)" or "Hat (+3)". Watching the video there seems to be a note that that functionality is not actually included in Item Core but could potentially be part of other plugins.


Am I understanding this correctly? If so are there any plugins that would modify the names of independent weapons/armor based on the "Boosted" properties?


I can verify my independent weapons and armor definitely have the variance but I'm not sure how to access the numbers themselves. I thought about messing around with <On Creation Eval> note tag to rename items based on their boosted stats but I can't find where that value is stored in the script.
 

Saneterre

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I've try to replace the <Augment Slot> in weapon notetags but nothing...


I don't understand the problem...


View attachment 47520
You haven't put any effect in between.


Try it like this :


<Augment: Orb>


ATK: +10


</Augment: Orb>


(See if it works and actually raises the attack by 10 points)


Also, the attachable augments name must be configured inside of the plugin. And attachable augments only work on independent weapons or armors, so did you configure the item core plugin to actually have independent items ?
 

McTricky

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Does anyone know how I'd be able to make an effect where while a character has a state, when they're attacked, their ATB gauge increased by a certain amount?

For context, I have a time-wizard character who can erect a Time Shield to mitigate damage, but also when she's attacked, her wait time is reduced a little.
 

Doktor_Q

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@McTricky Using a custom react (for pre-damage) or respond (for post-damage) notetag on the state, you can check if the skill is damaging with an if (condition) block. Inside the block, you'd use "target.setATBSpeed" to assign it a new speed. You can get the old speed value from "target.atbSpeed()," add the amount you want it to increase, then assign the new value.


This version assumes they aren't charging, there's a separate "target.isATBCharging()" function to check for that, and the previous two functions can have "speed" replaced with "charge" to update charge as well.


Since you can check and modify damage in the custom react timing, you could handle the damage reduction there, and maybe increase ATB by the amount reduced, if you wanted.
 

Znikomek

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It is possible to lower maximum durability in repairing process with YEP_X_ItemDurability.js script?

This command in notetag don't change anything :<

Code:
<Custom Repair Effect>
item.durMax -= 10;
</Custom Repair Effect>
but when i use


$gameMessage.add($dataWeapons[3001].durMax + '');


it show lowered value.


I'm a little confused.
 
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Yanfly

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Using the Item Core plugin I'm trying to have my game display the independent item variance "Boosts" suffix in the item name. For example "Claws (+1)" or "Hat (+3)". Watching the video there seems to be a note that that functionality is not actually included in Item Core but could potentially be part of other plugins.


Am I understanding this correctly? If so are there any plugins that would modify the names of independent weapons/armor based on the "Boosted" properties?


I can verify my independent weapons and armor definitely have the variance but I'm not sure how to access the numbers themselves. I thought about messing around with <On Creation Eval> note tag to rename items based on their boosted stats but I can't find where that value is stored in the script.


item Variance is not tied in together with boosts at all.


---

I've try to replace the <Augment Slot> in weapon notetags but nothing...


I don't understand the problem...


View attachment 47520


Please reread the Help File and/or watch the tutorial video. There's a reason I put so much time into making them. :/


---

Does anyone know how I'd be able to make an effect where while a character has a state, when they're attacked, their ATB gauge increased by a certain amount?

For context, I have a time-wizard character who can erect a Time Shield to mitigate damage, but also when she's attacked, her wait time is reduced a little.


It'd have to be through Lunatic Mode using Buffs & States Core Lunatic Mode notetags.


---

It is possible to lower maximum durability in repairing process with YEP_X_ItemDurability.js script?

This command in notetag don't change anything :<

Code:
<Custom Repair Effect>
item.durMax -= 10;
</Custom Repair Effect>
but when i use



$gameMessage.add($dataWeapons[3001].durMax + '');


it show lowered value.


I'm a little confused.


Once again, from the front page:


THIS THREAD WILL BE USED FOR PLUGIN UPDATES, NEW YEP VIDEOS, 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.


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.
 

Yanfly

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Tips & Tricks - Hexdrinker (League of Legends) - RPG Maker MV












In League of Legends, there's an item called the Hexdrinker which will protect the user with a shield, if the user were to take magic damage that reduces HP under 30% Max Health. Here's how to recreate the effect in RPG Maker MV!


You can grab the copy/paste code here:
Yanfly.moe: http://yanfly.moe/2016/09/16/tips-tricks-hexdrinker-league-of-legends-rpg-maker-mv/


Enjoy.
 

Rivingtondown

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item Variance is not tied in together with boosts at all.


Ah, I see! Was trying to figure out the way the item name system worked, thought maybe the random variance you achieve through the Item Core plugin influenced the name of the item dynamically. Digging around the though I now I see it's a function of other plugins... like Attachable Augments. I'll work with that.


Thanks for the clarification!
 
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JLowther

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Question regarding the "Button Common Events" plugin:


Is there any way to set the repeat rate for holding the button? It seems to be a static waiting period between activations and I'd like to be able to adjust that.


Thanks in advance and thanks yet again for so many great plugins! :D
 

Yanfly

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Question regarding the "Button Common Events" plugin:


Is there any way to set the repeat rate for holding the button? It seems to be a static waiting period between activations and I'd like to be able to adjust that.


Thanks in advance and thanks yet again for so many great plugins! :D


There isn't in the plugin. This is completely set by the base source code for MV and is something I rather leave alone.
 

Yanfly

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YEP.116 - Grid-Free Doodads










In RPG Maker MV, tilesets are used for mapping purposes. Tileset A is used for drawing land while Tilesets B through E are used to add doodads. But in RPG Maker MV, doodads added by Tilesets B through E are locked to the grid and add a rather unnatural feel to it. This plugin will allow you to break free of the grid and add doodads unbound by the grid. Doodads can come in all forms, from large to small, static and animated, you name it!


You can download the plugin here:
Yanfly.moe: http://yanfly.moe/2016/09/17/yep-116-grid-free-doodads-rpg-maker-mv/


Enjoy!
 
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