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huntdog

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Plugin Name: YEP_EventChasePlayer


Bug Explanation: Now I could be doing something wrong but what is happening is even though the event(in this case the dragon) don't see the player they stop moving when they come withing the range of the player.


Error Report: none


Exact Steps on How to Replicate Bug: walk through the door and stand in the blood(best spot to stand to duplicate) and wait for dragon stops when


Sample Project (REQUIRED): https://www.dropbox.com/s/ouxx9befjl8wnwu/Game_boxed.exe?dl=0
 

Skurge

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I am slightly confused about the animation sequences at this point, currently I have weapons that provide additional options such as burst fire supplying sound effects, motions and effects/common events etc.


But what I can't figure out is how to have the weapon use it's default selected animation for it's normal weapon use.


I find this incredibly awkward how MV has the attack function listed in the skills tab rather than XP's program that had weapons with normal attacks use there own effect.
 

Splendith

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Plugin Name: YEP_SaveCore


Bug Explanation: Web Save file named incorrectly


Error Report: -


Exact Steps on How to Fix Bug:
 


Replace Line 491 From


Yanfly.Param.SaveTechWebSave = String(Yanfly.Parameters['Web Config']);
To


Yanfly.Param.SaveTechWebSave = String(Yanfly.Parameters['Web Save']);

Replace Line 559 From
return Yanfly.Param.SaveTechWebSave.format(savefileId);
To


return Yanfly.Param.SaveTechWebSave.format(title, savefileId);
 


Sample Project (REQUIRED): PLEASE BELIEVE ME THERE IS NO NEED FOR SAMPLE PROJECT
 

Yanfly

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For those concerned about the background sprite with scaled battlebacks, I'll be providing a fix for that this upcoming weekend.


---

Plugin Name: YEP_SaveCore


Bug Explanation: Web Save file named incorrectly


Error Report: -


Exact Steps on How to Fix Bug:
 


Replace Line 491 From


Yanfly.Param.SaveTechWebSave = String(Yanfly.Parameters['Web Config']);
To


Yanfly.Param.SaveTechWebSave = String(Yanfly.Parameters['Web Save']);

Replace Line 559 From
return Yanfly.Param.SaveTechWebSave.format(savefileId);
To


return Yanfly.Param.SaveTechWebSave.format(title, savefileId);



Thanks.


---

Plugin Name: YEP_EventChasePlayer


Bug Explanation: Now I could be doing something wrong but what is happening is even though the event(in this case the dragon) don't see the player they stop moving when they come withing the range of the player.


Error Report: none


Exact Steps on How to Replicate Bug: walk through the door and stand in the blood(best spot to stand to duplicate) and wait for dragon stops when


Sample Project (REQUIRED): https://www.dropbox.com/s/ouxx9befjl8wnwu/Game_boxed.exe?dl=0



Please redo:


ALL bug reports MUST follow these guidelines and use this template: 


Plugin Name: (What is the name of the plugin?)


Plugin Parameter Changes: (Mention ALL of the changes you've made to the plugin's parameters. Otherwise, I will revert every single plugin's settings to the default setting)


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. Do NOT copy/paste them over from your project's Plugin Manager. 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 will not work if you do so. MAKE SURE you DO NOT change the filename from the file downloaded from the website.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.


---

Using the latest plugin versions with the error catching around script blocks, I'm noticing I can't tell which line of the script is causing an error anymore, or the details of the scripts. I've got a 10-line block handling something, but the error message just spits back the entire script along with the error code ('undefined is not a function' as usual for javascript). Is it just not made for dealing with long scripts?



I'm afraid I cannot expand further on this.
 

DarkEspeon40K

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I'm sorry, Yanfly, but I have a very small question/suggestion. It's about the development of ATB/CTB plugins, so if you don't feel like reading it - don't open the spoiler. Thanks in advance, if you decide to read and answer.

Since you stopped supporting ATB/CTB battle mechanics, what would you say if someone else tried to keep the support going? For example me? Or probably other people as well.


It's just that I can see a lot of people having *fun* with these battle mechanics, so I would like to keep those people (myself included) away from removing their favorite mechanics just because of discontinuation, but at the same time you did mention having little to no time for something as huge and difficult of a plugin as ATB/CTB due to many reasons, including the way RMMV is coded.


I'm p much fluent in JS, but I never made a single script before. I'm willing to help though, and I think there are other people who want to help as well.


Hey you made it here! Congrats and a huge thanks for reading.
 

Archeia

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Hi Yanfly, I noticed a bug in the Sample Project provided.


Plugin Name: I am not sure.


Bug Explanation: 


Revival Potions aren't doing as described.


In this picture, I revived Harold and Therese with Exa Potion which is 100% HP Revival. But as you can see it doesn't work as intended.


rZPvvZV.jpg



Error Report: None that I know of.


Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.)

  • I started a New Game+ with my save. It is new and something that I did immediately upon opening the Sample Project for the first time.
  • In Yanfly Sample Project, I went to the Arena and fought a random party.
  • When someone died and I use the higher revival potions,

Sample Project (REQUIRED): The Yanfly November Latest Sample Project with beta plugins.
 
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Yanfly

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I'm sorry, Yanfly, but I have a very small question/suggestion. It's about the development of ATB/CTB plugins, so if you don't feel like reading it - don't open the spoiler. Thanks in advance, if you decide to read and answer.

Since you stopped supporting ATB/CTB battle mechanics, what would you say if someone else tried to keep the support going? For example me? Or probably other people as well.


It's just that I can see a lot of people having *fun* with these battle mechanics, so I would like to keep those people (myself included) away from removing their favorite mechanics just because of discontinuation, but at the same time you did mention having little to no time for something as huge and difficult of a plugin as ATB/CTB due to many reasons, including the way RMMV is coded.


I'm p much fluent in JS, but I never made a single script before. I'm willing to help though, and I think there are other people who want to help as well.


Hey you made it here! Congrats and a huge thanks for reading.



As far as discontinuation is concerned, the ATB and CTB plugins are still public for people to use. However, I'm no longer going to be making future battle plugins and plugin features compatible with tick-based systems. That's what this mostly means. Users are free to continue using it, but they must keep in mind that not everything will be compatible from that point onward with future upcoming plugins. If people intend to support it on your own, by all means, go for it. :)  However, be warned that I will not be answering questions for people who are trying to do it as per Note3 from the front page:


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.


---

Hi Yanfly, I noticed a bug in the Sample Project provided.


Plugin Name: I am not sure.


Bug Explanation: 


Revival Potions aren't doing as described.


In this picture, I revived Harold and Therese with Exa Potion which is 100% HP Revival. But as you can see it doesn't work as intended.





Error Report: None that I know of.


Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.)

  • I started a New Game+ with my save. It is new and something that I did immediately upon opening the Sample Project for the first time.
  • In Yanfly Sample Project, I went to the Arena and fought a random party.
  • When someone died and I use the higher revival potions,

Sample Project (REQUIRED): The Yanfly November Latest Sample Project with beta plugins.



Thanks, Nessy! I'll check it out!
 

invayne

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Plugin Name: Grid Free Doodads


Bug Explanation: Doodads do not show up in built game.


Error Report:  no error  given 


Build game with rpg maker mv 1.3.4 for windows  with out encryption (with encryption i do not  know since i get a never ending now loading screen.) and that is it. no doodads show up.  this works fine in editor no errors but in  windows  build it does not work. 
 

DarkEspeon40K

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Plugin Name: Grid Free Doodads


Bug Explanation: Doodads do not show up in built game.


Error Report:  no error  given 


Build game with rpg maker mv 1.3.4 for windows  with out encryption (with encryption i do not  know since i get a never ending now loading screen.) and that is it. no doodads show up.  this works fine in editor no errors but in  windows  build it does not work. 

Where is your sample project?
 

bgillisp

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@invayne: The rules are that a sample project is required. It's not optional. Yanfly has said time and again that bug reports without a sample project are ignored, as posted here:

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.



Plus, the plug-in is working for everyone else, which is also why it is needed.


So please post the sample project if you wish this bug addressed. Make sure it follows all rules for sample projects (< 200 MB, default characters, etc).
 
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Ashouse

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dosent need a project if its not working in a build.... project is not broken. the  build is, difference there. 

Out of curiosity was it working in 1.3.3?
 

bgillisp

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Here are some plugins made for RPG Maker MV, a piece of software that lets you create your own role playing games for the PC, Mac, and various mobile devices! Keep in mind that these plugins are made for RPG Maker MV only! They do not work on other RPG Makers.


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. Do NOT copy/paste them over from your project's Plugin Manager. 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 will not work if you do so. MAKE SURE you DO NOT change the filename from the file downloaded from the website.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. 

New page, new post.
 
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invayne

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ok lets try this again then 


Plugin Name: Grid Free Doodads


Bug Explanation: Doodads do not show up in built game.


Error Report:  no error  given 


Build game with rpg maker mv 1.3.4 for windows  with out encryption (with encryption i do not  know since i get a never ending now loading screen.) and that is it. no doodads show up.  this works fine in editor no errors but in  windows  build it does not work. 


bug report   project + built version  https://drive.google.com/open?id=0B2KNNC0HS0DmZzhBUWhOMTNocjA 


just play in project see doodads then try build and no doodads visible. 
 
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invayne

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Out of curiosity was it working in 1.3.3?

no idea i normally work in unity or Unreal engine. But  decided to take the easy route for my personal game and use rpg maker instead of having to code it alll out my self in another engine.  so just recently got to put  rpg maker to use.  Not a bad little program though and a extensive community on top of it. alot of the  scripts i would have  had to write are already made and free to use so a huge time server. 


so ive only tested this in 1.3.4.
 
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Yanfly

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ok lets try this again then 


Plugin Name: Grid Free Doodads


Bug Explanation: Doodads do not show up in built game.


Error Report:  no error  given 


Build game with rpg maker mv 1.3.4 for windows  with out encryption (with encryption i do not  know since i get a never ending now loading screen.) and that is it. no doodads show up.  this works fine in editor no errors but in  windows  build it does not work. 


bug report   project + built version  https://drive.google.com/open?id=0B2KNNC0HS0DmZzhBUWhOMTNocjA 


just play in project see doodads then try build and no doodads visible. 



Redo this.


ALL bug reports MUST follow these guidelines and use this template: 


Plugin Name: (What is the name of the plugin?)


Plugin Parameter Changes: (Mention ALL of the changes you've made to the plugin's parameters. Otherwise, I will revert every single plugin's settings to the default setting)


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. Do NOT copy/paste them over from your project's Plugin Manager. 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 will not work if you do so. MAKE SURE you DO NOT change the filename from the file downloaded from the website.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.
 

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.


NOTE: Read this before submitting a bug report on this thread:

  • I will only support my own plugins and code that I, myself have provided. If there are bugs with other people's plugins and/or bugs with the RPG Maker MV base code itself, I am not responsible for it. Report it in their own threads if it is a bug for their plugin or the official bug report forum if it is a bug with the RPG Maker MV base code.
  • I am not responsible for bugs created by plugins created by other makers. There will be no compatibility patches made between my plugins and non-YEP plugins. This is not because I disrespect other plugin makers. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind this is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins.
  • I am not responsible for any Lunatic Mode that you, yourself, have made. If you have created your own Lunatic Mode code that isn't running, go visit the JavaScript Support Forum instead.
  • I am not obligated to explain to you how to code in JavaScript. There are plenty places online to learn it but this thread is not that place.
  • I am not obligated 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.



ALL bug reports MUST follow these guidelines and use this template:


Plugin Name: (What is the name of the plugin?)


Do you have all the latest updates for the plugins in question? (Click here for all of the latest updates and install themIf you do not have the latest updates, I will ask you to remake the bug report)


Plugin Parameter Changes: (Mention ALL of the changes you've made to the plugin's parameters. Otherwise, I will revert every single plugin's settings to the default setting)


Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)


Create a Sample Project Reproducing the bug: The sample project MUST follow all of these guidelines:

  1. 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.
  2. The project's file size must be 200 MB or LESS. Remove unnecessary audio and image files until you reach that size or use MV Stripper if you need help doing so.
  3. Install -only- the affected plugins. Do NOT copy/paste them over from your project's Plugin Manager. If you're using non-YEP plugins, do NOT include them. That said, I apologize that 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.
  4. Do -NOT- rename the plugins' filenames. They will not work if you do so. MAKE SURE you DO NOT change the filename from the file downloaded from the website.
  5. Make sure they're in the EXACT order listed on Yanfly.moe. The correct ordering of plugins is important. Some plugins will not work if they aren't in the right order.
  6. Do -NOT- deploy the project through File > Deployment. Do -NOT- box the sample project. If I cannot open up the sample project when I get it, you will have to redo it all.

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.)


Did you recreate the bug on the sample project? (If not, do so. 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.)


Upload the sample project and share the link (ABSOLUTELY REQUIRED):

  1. Use WinZip or WinRAR to archive the project. Do -NOT- archive it multiple times.
  2. Upload it on a website like Mediafire.com or Dropbox. 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 somewhere else.
  3. Post the link here. If you do not include a sample project that meets these guidelines, the bug report will be invalid. There are NO exceptions.



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. If you cannot be bothered to learn how to troubleshoot, I'm afraid RPG Maker will be giving you a whole lot more stress later on.
  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. If you are not serious about getting a bug fixed for your game, then I have no reason to be serious about getting it fixed for you. 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.
 
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markp80nj

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So, quick question about WeaponUnleash Plugin, and sorry if it is dumb or has been asked before:


When replacing attack with a skill that affects the user, it will still have you select an enemy. How do I make it highlight the user instead?


More specific: My game has a healer, her attack command is replaced by the "Pray" command which restores some of her MP.


It works as mentioned, except first it will have you select an enemy like a normal attack, only to then work on the user as expected.


And one more question regarding the Row Plugin together with the Taunt Plugin.


I have physical taunt on the first row. It works fine with single enemy skills, but physical skills that affect the entire troop or a random enemy or three will ignore the taunt.


Is there a way around this?


I hope I'm asking these in the right thread, if not let me know and I'll start one.


TIA
 
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invayne

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Redo this.


ALL bug reports MUST follow these guidelines and use this template: 


Plugin Name: (What is the name of the plugin?)


Plugin Parameter Changes: (Mention ALL of the changes you've made to the plugin's parameters. Otherwise, I will revert every single plugin's settings to the default setting)


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. Do NOT copy/paste them over from your project's Plugin Manager. 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 will not work if you do so. MAKE SURE you DO NOT change the filename from the file downloaded from the website.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.

not going through the hassle of redoing a bug report project . just to let you know everything that is happening in that project   along with the build that i sent u, i did a test in a  fully stripped down version of a base rpg maker project added engine core plus the doodad plugin nothing else added in the doodads image folders and my doodad json which is in that project i sent you they still do not show up when building the project. weather you look into it or not is up to you. but  wasting  bandwidth to keep uploading projects is no a go for me.  Thank you for your time.
 

Yanfly

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So, quick question about WeaponUnleash Plugin, and sorry if it is dumb or has been asked before:


When replacing attack with a skill that affects the user, it will still have you select an enemy. How do I make it highlight the user instead?


More specific: My game has a healer, her attack command is replaced by the "Pray" command which restores some of her MP.


It works as mentioned, except first it will have you select an enemy like a normal attack, only to then work on the user as expected.


And one more question regarding the Row Plugin together with the Taunt Plugin.


I have physical taunt on the first row. It works fine with single enemy skills, but physical skills that affect the entire troop or a random enemy or three will ignore the taunt.


Is there a way around this?


I hope I'm asking these in the right thread, if not let me know and I'll start one.


TIA



Change the target scope to the user.


Taunts only affect single target skills. They do not change the nature of multi-target skills.


---

not going through the hassle of redoing a bug report project . just to let you know everything that is happening in that project   along with the build that i sent u, i did a test in a  fully stripped down version of a base rpg maker project added engine core plus the doodad plugin nothing else added in the doodads image folders and my doodad json which is in that project i sent you they still do not show up when building the project. weather you look into it or not is up to you. but  wasting  bandwidth to keep uploading projects is no a go for me.  Thank you for your time.



Do not take this kind of attitude. I explained in three places why I need sample projects created of this nature: on the front post, on the bug report post, on the top post of every page on this thread:

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.



You were given instructions to follow and you didn't follow the steps I listed for you to create a sample project. To me, this is a sign you don't care enough about your project as a whole or you think you are above the rest of the users on this forum who are perfectly capable of following the rules for submitting a bug report.


Furthermore, I went ahead to tested this myself in my own sample project: http://yanfly.moe/temp/DoodadTest.rar There are no problems with doodads appearing in deployed projects as shown by my upload. You have wasted your own time and mine. You are on your own from this point onward in solving your own problems.
 
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So, I just found out you can hit ctrl+F to search the database...WHAT??
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Added a normal tent and a landing stage for worldmaps :3 Is there anything you think worldmaps in MZ are desperately lacking?
4 main factions and a very rough exploration of their iconography :o
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Some are aligned with the Moon, while the others are aligned with the Sun.
After taking yesterday off I finally made the sprites of the boys of the main trio.
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Ton

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Also fixed eliza's sprite:
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At last here they are ingame:
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i've started the second game
check daily/weekly progress here
wish me luck :)
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