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kovak

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@Yanfly will images placed by Grid-Free Doodads affected by plugins that would pre-load images?
 

Yanfly

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Depends on the plugin. Grid-Free Doodads has its own image loading system so I doubt it'd matter too much.
 

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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. 



New page
 

HeroicJay

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Strictly speaking, this new plugin is for a useless aesthetic thing that doesn't affect gameplay in the slightest.


Nevertheless, it must be by far the most impressive work you've done, and I'm totally going to use it. :)


I suppose you can't attach doodads to switches (switch on, doodad appears, switch off, away goes the doodad, or whatever)? Oh well. Not going to stop me from using it, just a question that popped into my head.
 
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LeeOccleshaw

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Strictly speaking, this new plugin is for a useless aesthetic thing that doesn't affect gameplay in the slightest.


Nevertheless, it must be by far the most impressive work you've done, and I'm totally going to use it. :)


I suppose you can't attach doodads to switches (switch on, doodad appears, switch off, away goes the doodad, or whatever)? Oh well. Not going to stop me from using it, just a question that popped into my head.



Useless?!  :o


Haha, the switch idea is a very good one - if that was a feature I'd be even happier. Still happy though, good job Yanfly, it has inspired me to build my art assets a little differently!
 

Lnik3500

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@Yanfly Hi! Your latest plugin is really great and is really user-friendly! I've been experimenting a bit on it and how collisions works with your Region Restriction Plugin. Is there a way to block only a certain direction? 


Example:


The player is able to go left and right, but not up and down while on this region or tile.
 

Arcmagik

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@Yanfly Where is the data for the doodads stored? I built a map and placed the doodads. I need to use this same map twice in completely different scenes. So I attempted to copy it... the doodad data does not copy over.


I found part of the data in the doodads.json obviously... but attempting to manipulate that did not help because I don't really see where the map data is stored. I placed a ghost object to find on the map and tried to copy the data from the first area under the ghost object, but that didn't work. I assume there is additional data that needs to be manipulated then. Where would that be located?

Or specifically is there away to copy the doodads over to a duplicate map?
 
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Skurge

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I have an issue that I have no idea how to rectify regarding the sideview animated enemies plugin.
 http://yanfly.moe/2015/12/13/yep-44-animated-sideview-enemies/


No matter what- my enemy NEVER uses an attack animation frame either thrust/swing/missile- you name it, all it does is go invisible leaving behind a shadow.


I've checked the tags to make sure they are correct and have even tried copy and pasting what would be considered to work- but to no success.


Here is what I have on an enemy's note tag.


<Sideview Battler: SV_Volkorik_Gunman_1>


<Sideview Attack Motion: swing>


<Scale Sprite: 150%>


<Sideview Show Shadow>


Please help :)


Also I am in love with the ability to utilise the apearence of enemies at random by calling a different note tag to a graphic, is there a possibility that this can work with audio on attacks? I'm desperately wanting enemies to make random sound effects chosen to avoid the same boring repeated sound effect with an attack.


I'm also trying to understand the <Sideview Dying Motion: x>  note tage, if I have an sprite sheet with two dead animations- what does the x represent? how do I apply a secondary animation frame to a motion state?
 
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benz10wheel

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I have an issue that I have no idea how to rectify regarding the sideview animated enemies plugin.
 http://yanfly.moe/2015/12/13/yep-44-animated-sideview-enemies/


No matter what- my enemy NEVER uses an attack animation frame either thrust/swing/missile- you name it, all it does is go invisible leaving behind a shadow.


I've checked the tags to make sure they are correct and have even tried copy and pasting what would be considered to work- but to no success.


Here is what I have on an enemy's note tag.


<Sideview Battler: SV_Volkorik_Gunman_1>


<Sideview Attack Motion: swing>


<Scale Sprite: 150%>


<Sideview Show Shadow>


Please help :)


Also I am in love with the ability to utilise the apearence of enemies at random by calling a different note tag to a graphic, is there a possibility that this can work with audio on attacks? I'm desperately wanting enemies to make random sound effects chosen to avoid the same boring repeated sound effect with an attack.


I'm also trying to understand the <Sideview Dying Motion: x>  note tage, if I have an sprite sheet with two dead animations- what does the x represent? how do I apply a secondary animation frame to a motion state?



Do you use any weapon sprite? or is it built in to your SV Battler sprite if you do have weapon sprite then you will need to put this tag in 


<Sideview Weapon: X, Y, Z>


X refer to weapon image from your \img\system\weapons1.png (weapons1 = 1 - 12, weapons2 = 13 - 24 and so on)


Y is the motion your battler will use when it attack ( swing, thrust, missile)


Z is the animation (Animation effects that you make in database)


You might also want to check Yanfly's Weapon animation if you are using custom image for weapons


http://yanfly.moe/2016/01/28/yep-63-weapon-animation/


For random audio you can use the Effects>Other>common event  to call up the comment event that have conditional branch to play random sound


eg. Set Variable to random 1-4 then if =1 play sound1 if=2 play sound2 and so on


(Yanfly's Action Sequence give you more precise control when to start common event through the tags)


<Sideview Dying Motion: x> X is which motion your battler will use when they have very low HP.


X is not referred to the other .png file, it refer to motions from your SV_Volkorik_Gunman_1.png 


By default all motion consist of 3 animations . Below is the link to SV battler template. it will loop between those 3 frames.





There might be way to use more than 3 frames for each motion but I do not have knowledge on that so good luck with that...
 
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Yanfly

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@Yanfly Hi! Your latest plugin is really great and is really user-friendly! I've been experimenting a bit on it and how collisions works with your Region Restriction Plugin. Is there a way to block only a certain direction? 


Example:


The player is able to go left and right, but not up and down while on this region or tile.



There isn't. Region Restrictions is strictly all directions. Your best bet is to use the tile editor and create certain B-E tiles that move only certain directions.


---

@Yanfly Where is the data for the doodads stored? I built a map and placed the doodads. I need to use this same map twice in completely different scenes. So I attempted to copy it... the doodad data does not copy over.


I found part of the data in the doodads.json obviously... but attempting to manipulate that did not help because I don't really see where the map data is stored. I placed a ghost object to find on the map and tried to copy the data from the first area under the ghost object, but that didn't work. I assume there is additional data that needs to be manipulated then. Where would that be located?

Or specifically is there away to copy the doodads over to a duplicate map?



It's stored in the Doodads.json file.
 

benz10wheel

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I am trying to simulate Spell with long Casting time by using Yanfly's Tip & Trick : Dragoon Jump  from this link


http://yanfly.moe/2016/07/02/tips-tricks-jump-final-fantasy-4-rpg-maker-mv/


I manage to pull of the effect however.... I'll need to create a lot of dummy state that bridge between each skills. 


So I am thinking of the possibility to use <Custom Apply Effect> to store the caster last casted Skill ID in a variable however............. how do we use that function? origin.getSkillID() ? or do i need to store variable in the Skill notetag instead of State notetag?
 

Skurge

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Do you use any weapon sprite? or is it built in to your SV Battler sprite if you do have weapon sprite then you will need to put this tag in 


<Sideview Weapon: X, Y, Z>


X refer to weapon image from your \img\system\weapons1.png (weapons1 = 1 - 12, weapons2 = 13 - 24 and so on)


Y is the motion your battler will use when it attack ( swing, thrust, missile)


Z is the animation (Animation effects that you make in database)

At the moment I am using only animation frames of the enemies themselves, no additional weapons hovering above them.


I have tried using the sideview weapon: with the Z for using animation 0004 as it's assigned animation for a basic attack but it does nothing.

You might also want to check Yanfly's Weapon animation if you are using custom image for weapons


http://yanfly.moe/2016/01/28/yep-63-weapon-animation/

That link will prove useful at later time, thank you :)

For random audio you can use the Effects>Other>common event  to call up the comment event that have conditional branch to play random sound


eg. Set Variable to random 1-4 then if =1 play sound1 if=2 play sound2 and so on


(Yanfly's Action Sequence give you more precise control when to start common event through the tags)

How is this first established? Is it done by the note tags or another page? I do not know where to start first with this unfortunately. Have you an example or further elaboration?

By default all motion consist of 3 animations . Below is the link to SV battler template. it will loop between those 3 frames.





There might be way to use more than 3 frames for each motion but I do not have knowledge on that so good luck with that...

Currently I am not after having more frames but rather having the corpses of the enemy at random choose another pose of the corpse.


I just realised I could simply duplicate the sheet, call it another name and have it's poses different..
 

Doktor_Q

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So I am thinking of the possibility to use <Custom Apply Effect> to store the caster last casted Skill ID in a variable however............. how do we use that function? origin.getSkillID() ? or do i need to store variable in the Skill notetag instead of State notetag?

I would store the variable of the skill you want to invoke in the state, immediately after you apply the state in the skill notetage. I'm doing a similar thing for charge-up type moves.
 

benz10wheel

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For random audio you can use the Effects>Other>common event  to call up the comment event that have conditional branch to play random sound


eg. Set Variable to random 1-4 then if =1 play sound1 if=2 play sound2 and so on


(Yanfly's Action Sequence give you more precise control when to start common event through the tags)

How is this first established? Is it done by the note tags or another page? I do not know where to start first with this unfortunately. Have you an example or further elaboration?

Check the images, first make a common event like this change the sound and branches to fit with random number


then make your attack skill play the common event and thats it.


If you use Yanfly's Action Sequence you can control when to run the common event too. for example playing sound when start shooting gun then play another sound whenenemy get hit. You'll need to create two common event though one for shooting one for hit sound. then learn to use the action seq to place them

randomsound.jpg

commonevent.jpg
 

benz10wheel

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I would store the variable of the skill you want to invoke in the state, immediately after you apply the state in the skill notetage. I'm doing a similar thing for charge-up type moves.

Yeah thats what I am aiming for, but I dont know the function to store the skill ID  ;_;


<After Eval>


user._chantSkill = X;


</After Eval>


// Replace X with skill to be cast


in state i put


var skill = target._chantSkill


then have my state force cast the skill


The problem is solved thanks again!  :D
 
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Halcy0n

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You've really outdone yourself this time, Yanfly. This doodads plugin is beyond insanely useful. Thanks for this!
 

Melosx

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Very usefull plugin this time. Can avoid hours on photoshop. YEY!! ^-^


A question. Is there any official logo of the YEP to use in credits/splash screen?
 

benz10wheel

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Very usefull plugin this time. Can avoid hours on photoshop. YEY!! ^-^


A question. Is there any official logo of the YEP to use in credits/splash screen?

Second that idea, how about the full body image of Yanfly's fluffy profile picture :D
 
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