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Screedle

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Is there a way to run a plugin command during an action sequence, maybe by using 'Eval'? I'm trying to make the gab window display under specific circumstances when using a skill, and I want to do it in the action sequence itself rather than using a common event for each one.
 

Doktor_Q

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Is there a way to run a plugin command during an action sequence, maybe by using 'Eval'? I'm trying to make the gab window display under specific circumstances when using a skill, and I want to do it in the action sequence itself rather than using a common event for each one.
The slightly brute force way is to find the coffee the plugin command calls, and just call that yourself in an eval- if anyone else has a better idea, though, I'd love it as I've had the same struggle.
 

Val

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Idea for a Notetag for plugin: YEP_X_VisualStateFX


Notetag Explanation: I want to Hide one state Icon over the character in some condition, but still want to keep all the great stuff from YEP_X_VisualStateFX when I put True (on) Actor State Icon. 


Is it possible @Yanfly to add a Notetag Ex: Hide State Icon on a state/skill so he will not spawn the icon over the head of the character, but only in the bottom status menu in battle even if I keep the Actor State Icon to TRUE?.
 


Exact Steps on How to Replicate Bug: Applied a state to your actor in battle with the YEP_X_VisualStateFX with the option ON (true) for Actor State Icon.


Thanks for your help and time!
 

Screedle

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The slightly brute force way is to find the coffee the plugin command calls, and just call that yourself in an eval- if anyone else has a better idea, though, I'd love it as I've had the same struggle.


Can you share with me what code you are using? I know it's in GabWindow.js but I can't pin down the exact sequence to make it work.
 

Hikitsune-Red

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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.






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 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.


Apologies for my prolonged absence, @Yanfly, it has been a rather complicated month...


But I am back! (And ready to repost ye olde rules!)
 

Hikitsune-Red

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Idea for a Notetag for plugin: YEP_X_VisualStateFX


Notetag Explanation: I want to Hide one state Icon over the character in some condition, but still want to keep all the great stuff from YEP_X_VisualStateFX when I put True (on) Actor State Icon. 


Is it possible @Yanfly to add a Notetag Ex: Hide State Icon on a state/skill so he will not spawn the icon over the head of the character, but only in the bottom status menu in battle even if I keep the Actor State Icon to TRUE?.
 


Exact Steps on How to Replicate Bug: Applied a state to your actor in battle with the YEP_X_VisualStateFX with the option ON (true) for Actor State Icon.


Thanks for your help and time!


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.


Please respect Yanfly's wishes of having a clean, bug-reporting thread. And in the future, if for whatever reason you intend to continue going against this thread's purpose, please don't emulate the bug-report format for something that is not a bug.
 

benz10wheel

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I don't know if this is intended or BUG but States that are apply with Auto Passive State can't be detected when using isStateAffected() function.  Unless it was reapply somehow 


What I did was make the buff reapply with <custom turn start effect> or <custom regenerate effect>  first I remove the old passive state then apply the same state. After doing that then isStateAffected() function will start working. But to my surprise, now I have 2 buff icons with the same effect but not that it matter if I set the icon to none but not sure if its effect would stack with each other...


example:


<Custom Regenerate Effect>


target.setStateTurns(X, 0);


target.addState(X);


</Custom Regenerate Effect>
 

Hikitsune-Red

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I don't know if this is intended or BUG but States that are apply with Auto Passive State can't be detected when using isStateAffected() function.  Unless it was reapply somehow 


What I did was make the buff reapply with <custom turn start effect> or <custom regenerate effect>  first I remove the old passive state then apply the same state. After doing that then isStateAffected() function will start working. But to my surprise, now I have 2 buff icons with the same effect but not that it matter if I set the icon to none but not sure if its effect would stack with each other...


example:


<Custom Regenerate Effect>


target.setStateTurns(X, 0);


target.addState(X);


</Custom Regenerate Effect>


This (though I'm no Javascript expert) does appear to be a bug in looking at the Plug-In. Please use the bug-report format so Yanfly knows to look at this.
 

Doktor_Q

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@Screedle All of the plugin commands run through [SIZE=1em]Game_Interpreter.prototype.pluginCommand,[/SIZE] near the top, which takes a string for the command name, and another string for the arguments (I believe). If you wanted to streamline it a bit you could look up the specific functions for the individual commands and call those directly with the arguments, instead.
 

sol003

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Yanfly, I think something went wrong during your plugin update last week.


Plugin Name: YEP_BattleEngineCore, YEP_X_ChangeBattleEquip, YEP_RowFormation


Bug Explanation: Going to the equipment screen during battle and leaving afterwards will crash the game.


Error Report: Type Error undefined is not a function


Exact Steps on How to Replicate Bug:


1.Start up the game.


2.Enter battle with the slime.


3.Have Harold use the Equip command then immediately exit the Equip menu.


Sample Project (REQUIRED): http://www.mediafire.com/download/vyudcm59qjbarhb/Test_Sample5.rar
 

Yanfly

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Yanfly, I think something went wrong during your plugin update last week.


Plugin Name: YEP_BattleEngineCore, YEP_X_ChangeBattleEquip, YEP_RowFormation


Bug Explanation: Going to the equipment screen during battle and leaving afterwards will crash the game.


Error Report: Type Error undefined is not a function


Exact Steps on How to Replicate Bug:


1.Start up the game.


2.Enter battle with the slime.


3.Have Harold use the Equip command then immediately exit the Equip menu.


Sample Project (REQUIRED): http://www.mediafire.com/download/vyudcm59qjbarhb/Test_Sample5.rar


This has already been addressed. Please download and apply the most update Battle Engine Core.
 

Farr

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@Yanfly I get an error every time  I use the parameter <Floating> on any enemy.


TypeError: undefined is not a function
    at Sprite_Enemy.updateFloatingStateSprite (file:///C:/Users/Administrator/Documents/Games/Testador/js/plugins/YEP_X_AnimatedSVEnemies.js:1480:29)
    at Sprite_Enemy.updateStateSprite.


I tested with only the Core/BattleCore and the Enemy Animated Plugin, this error only happens with the <Floating> thing.
 
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Hikitsune-Red

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@Yanfly I get an error every time  I use the parameter <Floating> on any enemy.


TypeError: undefined is not a function
    at Sprite_Enemy.updateFloatingStateSprite (file:///C:/Users/Administrator/Documents/Games/Testador/js/plugins/YEP_X_AnimatedSVEnemies.js:1480:29)
    at Sprite_Enemy.updateStateSprite.


I tested with only the Core/BattleCore and the Enemy Animated Plugin, this error only happens with the <Floating> thing.

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 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.
 

Farr

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Dude, it`s a simple bug error, with only 4 plugins needed to make it work, I described the error, how to reproduce it and what plugin is not working.


I don`t need to deploy a 150mb demo for that.


Plugin Name: YEP_CoreEngine, YEP_BattleCore, YEP_BuffsStatesCore, YEP_X_AnimatedSVEnemies


Bug Explanation: Battletest and game doesnt start up when the parameter <Floating> is used on an enemy.


Error Report: Type Error undefined is not a function 


    at Sprite_Enemy.updateFloatingStateSprite (file:///C:/Users/Administrator/Documents/Games/Testador/js/plugins/YEP_X_AnimatedSVEnemies.js:1480:29)    at Sprite_Enemy.updateStateSprite.


Exact Steps on How to Replicate Bug:


1.Start up test battle with any enemy with <Floating>
 

Hikitsune-Red

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My apologies, 'dude', but this a thing that Yanfly has set forth and has asked be followed to the 'T'.


So, sorry for inconveniencing you, but this is to help from inconveniencing Yanfly.


I don't make the rules here, I just remind people of them for Yanfly's benefit. :|


And I'll repeat Yanfly's reasoning:


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.
 

sol003

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This has already been addressed. Please download and apply the most update Battle Engine Core.
v1.39a, v1.01a and v1.10 for Battle Engine Core, Change Battle Equip and Row Formation respectively right?
I definitely have the latest version yet the problem is still around. :(

EDIT: I tried Saneterre's method of not just refreshing the plugin and it fixed itself so nvm I'm a dumb-dumb ^^;;
 
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Saneterre

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Dude, it`s a simple bug error, with only 4 plugins needed to make it work, I described the error, how to reproduce it and what plugin is not working.


I don`t need to deploy a 150mb demo for that.


Plugin Name: YEP_CoreEngine, YEP_BattleCore, YEP_BuffsStatesCore, YEP_X_AnimatedSVEnemies


Bug Explanation: Battletest and game doesnt start up when the parameter <Floating> is used on an enemy.


Error Report: Type Error undefined is not a function 


    at Sprite_Enemy.updateFloatingStateSprite (file:///C:/Users/Administrator/Documents/Games/Testador/js/plugins/YEP_X_AnimatedSVEnemies.js:1480:29)    at Sprite_Enemy.updateStateSprite.


Exact Steps on How to Replicate Bug:


1.Start up test battle with any enemy with <Floating>
We all lose time to report bugs, and it's never pleasing. But it is a useful process (yanfly explains why in his guidelines by the way).


Uploading a 150mb demo would indeed be particularly stupid. Just create a new project, get rid of everything and just keep the minimum (one enemy sprite, one actor sprite and battler, even get rid of the vast majority of animations files). It shouldn't be more than around 20 mb. And by adding the plugins, you will sometimes find that you are actually unable to reproduce the bugs. Sometimes just updating the plugins doesn't actually work, as I've found out. Sometimes you need to erase the plugin in your list and put it again from scratch and it starts working again.


By creating a new project for the sake of uploading it for the report, you will test this further.


But if you just don't want to take the time to do this, you're being particularly ungrateful to people who take time to provide plugins. Why should they take time to look at what you are reporting ?
 

Crimson Dragon Inc.

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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!




one this is GREAT!!!!!!!!!


two..... how would this work if we wanted to set events to certain doodads.... or would it be better to use a grid locked object from the editor? 
 

Hikitsune-Red

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how would this work if we wanted to set events to certain doodads.... or would it be better to use a grid locked object from the editor? 


There is no functionality, other than aesthetics, for this Plug-In.


Events are still events, doodads are still doodads.


Completely separate.


Also, this thread is meant for Bug Reports, and little else. I'm going to try and do my part to squash conversation of any other kind from happening (though it is inevitable ).


If you have a general question, concern, grievance, et cetera, we're going to ask that you post it here.


This is not to be mean, but to make this thread a lot more useful to Yanfly (and by extension, all of us who use Yanfly Plug-Ins).
 

Hikitsune-Red

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...by adding the plugins, you will sometimes find that you are actually unable to reproduce the bugs. Sometimes just updating the plugins doesn't actually work, as I've found out. Sometimes you need to erase the plugin in your list and put it again from scratch and it starts working again.

EDIT: I tried Saneterre's method of not just refreshing the plugin and it fixed itself so nvm I'm a dumb-dumb ^^;;


A note on this, in RMMV you don't necessarily need to delete the Plug-In.


In order for the database to realize there is a new version of the Plug-In, you actually have to go into your Plug-In database and open the Plug-In listing, then close it. This allows the database to read-in the new version.


You'll see that when opening the Plug-In manager that, even if the Plug-In file was overwritten, the old version shows up in the description. Opening and closing the updated Plug-In will change it to the new version.
 
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