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Myst Desdemona

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You can add the following lines in the Damage Core after step 5 (assuming you haven't touched anything above that).


This way, if your hero has 50% Light rate, your hero will receive 150% from Light heals. If your hero has 0% Light rate, your hero receives 0% from Light heals. On the flip side, if your hero is weak to light, your hero at 200% rate, your hero will receive 0% heal from Light.



Line 6: if (baseDamage < 0) {Line 7: value /= this.calcElementRate(target);Line 8: value *= Math.max(0, 2.0 - this.calcElementRate(target));Line 9: }


Hey Yanfly!


Sorry to bother you but I'd like to bring this up. You helped me with this last year(Been on a hiatus). The problem is that it doesn't work anymore with the updates since the damage steps were changed with he update. I was wondering if you could help me fix it. Right now it works on opposite. If someone is resistant to light, they will get  0 heals out of it, and if they are weak, then it will get doubled instead. I copy pasted it so I'm sure I didn't screw something up while writing it xD.
 

Oriceles

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Hey @Yanfly, this is more of a question than a request so I didn't want to make a topic for it, sorry.


Do you have plans to make Lunatic Packages for MV? (I'm talking about Lunatics Damage, Objects, Parameters, States, and Targets) or do you have a personal reason to not make those for this engine?.


Best wishes for you from a long time fan. ♥
 

JLowther

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@Yanfly Sorry to ask so many tricky questions, but I was wondering if there's any way to get the Picture Common Events to trigger if another common event is already running.


Right now, if you're in the middle of another common event (even if that event is running parallel), all of the PCEs cannot be pressed. Note that direct button inputs can still interrupt these common events, however (though this might just not be doable, hinging on how RMMV handles common events).


Thanks, and sorry for the trouble.
 
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Yanfly

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Hello Yep!


*Is possible to show elemental damage, not only resistence in Status Core?


*Can you make a Equipment Set Plugin? (if you equip 2 or more pieces gain bonus stats and states, like diablo series)


No, there's no Elemental Damage function for the Status Core.


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.


---

Secondly, has anyone figured out a way for stealth chase to NOT give up the chase?


Scenerio: not using stealth, alert an event monster. Silly me, I forgot to stealth. Turn it on in front of the monster and it suddenly forgets I ever existed. This seems a bit broken. If you guys know a way, that'd be great. Meanwhile, I'm going to see if playing with switches help.


Make it run a common event the turns on Self Switch A. Make Self Switch A always chase player.


---

Hey Yanfly!


Sorry to bother you but I'd like to bring this up. You helped me with this last year(Been on a hiatus). The problem is that it doesn't work anymore with the updates since the damage steps were changed with he update. I was wondering if you could help me fix it. Right now it works on opposite. If someone is resistant to light, they will get  0 heals out of it, and if they are weak, then it will get doubled instead. I copy pasted it so I'm sure I didn't screw something up while writing it xD.


I'm afraid for this, you're better off asking the JS help forum since this thread has switched to strictly bug related support and not how to utilize JS code: http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/


---

Hey @Yanfly, this is more of a question than a request so I didn't want to make a topic for it, sorry.


Do you have plans to make Lunatic Packages for MV? (I'm talking about Lunatics Damage, Objects, Parameters, States, and Targets) or do you have a personal reason to not make those for this engine?.


Best wishes for you from a long time fan. ♥


I've thought about making those, but I feel like the Tips & Tricks better serve their purpose. Lunatic Damage, Objects, Parameters, etc. back then were harder to manage simply because it required direct editing of the script itself whereas the system made for MV allows users to flexibly alter the way the effect works.


---

@Yanfly Sorry to ask so many tricky questions, but I was wondering if there's any way to get the Picture Common Events to trigger if another common event is already running.


Right now, if you're in the middle of another common event (even if that event is running parallel), all of the PCEs cannot be pressed. Note that direct button inputs can still interrupt these common events, however (though this might just not be doable, hinging on how RMMV handles common events).


Thanks, and sorry for the trouble.


This will have to be something I'll need to look into.
 

Yanfly

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YEP.119 - Weak Enemy Poses - RPG Maker MV










Non-animated enemies often appear lifeless. They maintain one appearance throughout the whole battle and do not change it under any circumstances. This plugin allows you to set different images for enemies when they are under certain health percentages as well as other conditions.


You can grab the plugin here:
Yanfly.moe: http://yanfly.moe/2016/11/05/yep-119-weak-enemy-poses-rpg-maker-mv/


Enjoy!
 

Quite.Toxick

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BUG REPORT


Plugin Name: YEP.116 – Grid-Free Doodads / YEP.1 - Core Engine


Bug Explanation: 


If the resolution of your project differs from the standard 816x624, small 1-pixel-wide gaps can appear between doodads and the background tiles. 


Sometimes they appear and disappear as the actors move around. Sometimes they vanish after reentering a map, but reappear when coming closer. 


Not all doodads are necessarily affected simultaneously, but apparently groups of doodads that were placed in one go are all affected at the same time. 


It doesn't matter if grid-snapping is turned on or off.


The issue seems to appear more often, if many doodads are used on a map. I had it appear with merely 20 doodads around, though.


This is not a problem for trees and rocks, but floor tiles or shadow doodads look quite out of place. 


I attached a picture to show what I mean. The red arrows point to gaps. The blue arrow points to a shadow doodad that is somehow not affected and behaves as it should. 


Exact Steps on How to Replicate Bug: 


1) Choose a different resolution for your game in the Core Engine. (In the sample project I chose 1280x720)


2) Place several rectangular doodads (stairs, columns, …) next to a wall or cliff tile. They make the issue easy to spot. Save and quit the doodad menu.


3) Repeat step 2… you will have doodads jump out of line pretty soon.  


4) Scratch your head…


Sample Project (REQUIRED): The sample project can be found here: LINK


It only includes the most current versions of "Core Engine Core" and "Grid-Free Doodads" as plugins, as well as a selection of doodads. 


I hope there is an easy solution, because I just love placing doodads everywhere...


Maybe you can recommend some bigger resolutions that will still work in the meantime?


Showcase picture hidden in spoiler:

Gap.png
 
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masterlobo

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Documentation question, therefore not submitting the whole bug report.


Are shadows (from Battle Engine Core and SVE_Animated_Battlers) supposed to work on front view enemies?
 

Selhan

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Hi all,


Stupid bug: I just added the grid-free doodads plugin to existing game... and then I got a message error at the launch of any game test and click on "New game".


=> Here are precise intructiosn followed for bug report:


Plugin Name: Grid-Free Doodads


Bug Explanation: There's a message error at the launch of any game test and click on "New game"


Error Report:


Message error:


UnknownError


Error: ENOENT: no such file or directory, scandir 'D:\RPG Maker Ressources\RPG Maker MV\Projets\Projet2\undefined'


Nothing appears on the console...


Exact Steps on How to Replicate Bug: Just launch Game test and click "new game". Caution: if the game is directly launch, not a test trough the editor, bug DO NOT HAPPEN.


Sample Project (REQUIRED): I created a new and empty project, with only the yanfly plugins that I use installed: http://www.mediafire.com/file/051421gdr9c3zoy/Project2.rar


Thanks for your help!
 
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Yanfly

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BUG REPORT


Plugin Name: YEP.116 – Grid-Free Doodads / YEP.1 - Core Engine


Bug Explanation: 


If the resolution of your project differs from the standard 816x624, small 1-pixel-wide gaps can appear between doodads and the background tiles. 


Sometimes they appear and disappear as the actors move around. Sometimes they vanish after reentering a map, but reappear when coming closer. 


Not all doodads are necessarily affected simultaneously, but apparently groups of doodads that were placed in one go are all affected at the same time. 


It doesn't matter if grid-snapping is turned on or off.


The issue seems to appear more often, if many doodads are used on a map. I had it appear with merely 20 doodads around, though.


This is not a problem for trees and rocks, but floor tiles or shadow doodads look quite out of place. 


I attached a picture to show what I mean. The red arrows point to gaps. The blue arrow points to a shadow doodad that is somehow not affected and behaves as it should. 


Exact Steps on How to Replicate Bug: 


1) Choose a different resolution for your game in the Core Engine. (In the sample project I chose 1280x720)


2) Place several rectangular doodads (stairs, columns, …) next to a wall or cliff tile. They make the issue easy to spot. Save and quit the doodad menu.


3) Repeat step 2… you will have doodads jump out of line pretty soon.  


4) Scratch your head…


Sample Project (REQUIRED): The sample project can be found here: LINK


It only includes the most current versions of "Core Engine Core" and "Grid-Free Doodads" as plugins, as well as a selection of doodads. 


I hope there is an easy solution, because I just love placing doodads everywhere...


Maybe you can recommend some bigger resolutions that will still work in the meantime?


Showcase picture hidden in spoiler:



Thanks. This seems to be a calculation error when people use resolutions that aren't fully divisible by 48.


---

Documentation question, therefore not submitting the whole bug report.


Are shadows (from Battle Engine Core and SVE_Animated_Battlers) supposed to work on front view enemies?


Yes, they work or rather should.


---

Hi all,


Stupid bug: I just added the grid-free doodads plugin to existing game... and then I got a message error at the launch of any game test and click on "New game".


=> Here are precise intructiosn followed for bug report:


Plugin Name: Grid-Free Doodads


Bug Explanation: There's a message error at the launch of any game test and click on "New game"


Error Report:


Message error:


UnknownError


Error: ENOENT: no such file or directory, scandir 'D:\RPG Maker Ressources\RPG Maker MV\Projets\Projet2\undefined'


Nothing appears on the console...


Exact Steps on How to Replicate Bug: Just launch Game test and click "new game". Caution: if the game is directly launch, not a test trough the editor, bug DO NOT HAPPEN.


Sample Project (REQUIRED): I created a new and empty project, with only the yanfly plugins that I use installed: http://www.mediafire.com/file/051421gdr9c3zoy/Project2.rar


Thanks for your help!


Please follow all the instructions.


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.
 

Selhan

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Oups, I thought I was good...


Again:


Plugin Name: Grid-Free Doodads


Bug Explanation: There's a message error at the launch of any game test and click on "New game"


Error Report:


Message error:


UnknownError


Error: ENOENT: no such file or directory, scandir 'D:\RPG Maker Ressources\RPG Maker MV\Projets\Projet2\undefined'


When searching the console, I found this:





Exact Steps on How to Replicate Bug: Just launch Game test and click "new game". Caution: if the game is directly launch, not a test trough the editor, bug DO NOT HAPPEN.


Sample Project (REQUIRED):


http://www.mediafire.com/file/xrc6opph2t854ty/Project2.rar


Hope this time it's good!
 

TheGamedawg

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I have a quick question Yanfly.  Do you have a business email or something?  I just finished a game that used a number of your scripts and I'm trying to send you a free copy, but I can't find a way to privately message you.
 

GammaVD

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Plugin Name: YEP_EquipBattleSkills v1.08


Bug Explanation: Passives do not seem to work as intended


Exact Steps on How to Replicate Bug: Create a Skill that use <Equip Passive: x>, regardless of what X is the state is not applied while the skill is equipped


The Passive Tag is not shown on the skill, making me think that either the skill isn't being read in by the plugin as a 'Passive' or I'm not creating the skill properly (though other than <Equip Passive: x> the skill is set to Scope: None, Occasion: Never)
 

Chazmyster

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My game has a very large delay when exiting the menu screen.
 

Yanfly

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Oups, I thought I was good...


Again:


Plugin Name: Grid-Free Doodads


Bug Explanation: There's a message error at the launch of any game test and click on "New game"


Error Report:


Message error:


UnknownError


Error: ENOENT: no such file or directory, scandir 'D:\RPG Maker Ressources\RPG Maker MV\Projets\Projet2\undefined'


When searching the console, I found this:





Exact Steps on How to Replicate Bug: Just launch Game test and click "new game". Caution: if the game is directly launch, not a test trough the editor, bug DO NOT HAPPEN.


Sample Project (REQUIRED):


http://www.mediafire.com/file/xrc6opph2t854ty/Project2.rar


Hope this time it's good!





If you've followed ALL of the instructions I gave for the bug report, none of this would have happened.


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.
 

Yanfly

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I have a quick question Yanfly.  Do you have a business email or something?  I just finished a game that used a number of your scripts and I'm trying to send you a free copy, but I can't find a way to privately message you.


Thanks! You can e-mail me at yanflyengine@gmail.com :)


---

Plugin Name: YEP_EquipBattleSkills v1.08


Bug Explanation: Passives do not seem to work as intended


Exact Steps on How to Replicate Bug: Create a Skill that use <Equip Passive: x>, regardless of what X is the state is not applied while the skill is equipped


The Passive Tag is not shown on the skill, making me think that either the skill isn't being read in by the plugin as a 'Passive' or I'm not creating the skill properly (though other than <Equip Passive: x> the skill is set to Scope: None, Occasion: Never)


A sample project is always required.


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.


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.


---

My game has a very large delay when exiting the menu screen.


You're in the wrong place.


http://forums.rpgmakerweb.com/index.php?/forum/129-rpg-maker-mv/
 

Yanfly

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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, new quote.
 

Selhan

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Long time I did not felt like a child in school...


Deserved.


@Yanfly : Many thanks!
 

GammaVD

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Plugin Name: YEP_EquipBattleSkills v1.08


Bug Explanation: Passives do not seem to work as intended


Exact Steps on How to Replicate Bug: Create a Skill that use <Equip Passive: x>, regardless of what X is the state is not applied while the skill is equipped


The Passive Tag is not shown on the skill, making me think that either the skill isn't being read in by the plugin as a 'Passive' or I'm not creating the skill properly (though other than <Equip Passive: x> the skill is set to Scope: None, Occasion: Never)


https://www.dropbox.com/s/jculb3khm6e3b1i/Debug.rar?dl=0 here's a default build with only YEP_EquipBattleSkills v1.08 in use with "Passive" skill that should give Poison
 

M.I.A.

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STEAL & SNATCH Plug-in Question/Lunatic Mode help:


The way I'd like to set up Stealing in my project is to give an indication to the Player if a foe has an item to Steal in the form of a State applied to the target. The State will just be "Has Item to Steal" and the Icon will be a pouch or something.. but I am running into a problem.. is there a way to remove the State if the Steal is successful (even if the Steal skill causes no damage)?..


Any handy Lunatic experts out there can help me out?..


Thanks!!


-Mia
 

Sera

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Concerning Row Formation:



Does anyone know how I would go about creating a skill that lets the user swap position with another allied battler?


For example, if a unit is in the middle of the front row, and they target the unit at the top of the back row, the two actors swap positions.


Seems obvious, but I tried:


<Change Target Row: 1>


<Change User Row: 1>


With a front row unit targeting a back row unit and vice versa, but it didn't seem to have any effect on either battler.
 
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Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.
time for a new avatar :)

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