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markp80nj

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Change the target scope to the user.
Sorry, I wasn't clear enough.


The skill works as intended, the target scope is on the user.


The only problem is that before the skill occurs, it will make me select an enemy as if it was a regular attack.


Only after I select an enemy will the skill work on the user, as intended.


So, it makes you select an enemy even though it will work on the user.

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


Thanks for answering though.


EDIT:


 Well, the Taunt Plugin might not help me with multi target skills, but your  Target Core Plugin does just what I need it to!


Thanks for all your hard work man!


Now all I need is to solve that first problem about target scope [user] still making you select an enemy when you replace the attack.
 
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Yanfly

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Sorry, I wasn't clear enough.


The skill works as intended, the target scope is on the user.


The only problem is that before the skill occurs, it will make me select an enemy as if it was a regular attack.


Only after I select an enemy will the skill work on the user, as intended.


So, it makes you select an enemy even though it will work on the user.


Bummer.


Thanks for answering though.


EDIT:


 Well, the Taunt Plugin might not help me with multi target skills, but your  Target Core Plugin does just what I need it to!


Thanks for all your hard work man!


Now all I need is to solve that first problem about target scope [user] still making you select an enemy when you replace the attack.


That shouldn't happen. The skill should automatically target the user. I'll have to ask you to create a sample project using the steps I've listed on this post: 
 

markp80nj

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That shouldn't happen. The skill should automatically target the user. I'll have to ask you to create a sample project using the steps I've listed on this post: 
Ok, here's the sample:

There's a bat event, action button will trigger battle.


Harold will have Pray instead of attack, and you will see that you need to chose an enemy before it recovers MP for him.


Thanks for your attention to this.
 

Yanfly

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Ok, here's the sample:


There's a bat event, action button will trigger battle.


Harold will have Pray instead of attack, and you will see that you need to chose an enemy before it recovers MP for him.


Thanks for your attention to this.


Follow all of the instructions


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.
 

markp80nj

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Sorry about that.


It still has the bug with the updated plugin though.


Here's the updated version:


Plugin Name: YEP_WeaponUnleash


Plugin Parameter Changes: None


Bug Explanation: Replacing the Attack command with a skill that has the user as it's target scope will still make you select an enemy


Error Report: None


Exact Steps on How to Replicate Bug: Create a skill with User as the target scope, use <replace attack: x> on either the actor, weapon or class.


Sample Project (REQUIRED): https://www.dropbox.com/s/o1pwh22tcqga2p7/Test.rar?dl=0


Thanks.
 

huntdog

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Plugin Name: YEP_EventChasePlayer and YEP_X_EventChaseStealth


Plugin Parameter Changes: set stealth regions to 5 and 23


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: stand in front of the statues and wait till event walks in front of you.


Sample Project (REQUIRED):https://www.dropbox.com/s/72l9tl0qae0uqu6/Game_boxed.exe?dl=0
 

ThatBenderGuy

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I don't have a bug but I have a question, while using your EquipBattleSkills plugin I was interested in making a passive that gives a percentage increase to gold drops but I can't seem to find a plugin that handles that properly. I don't need it to be a AutoPassiveState (As I only want the effect when the passive is equipped.) so what plugins/notetags would I need to accomplish this?
 

GammaVD

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I don't have a bug but I have a question, while using your EquipBattleSkills plugin I was interested in making a passive that gives a percentage increase to gold drops but I can't seem to find a plugin that handles that properly. I don't need it to be a AutoPassiveState (As I only want the effect when the passive is equipped.) so what plugins/notetags would I need to accomplish this?


In states there is an option to Double Gold (Others, Party Ability) and EXP rate (A: Others, Party Ability; B: Param, Sp-Param) other than that you would need a plugin
 

DarkEspeon40K

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I have a question.


What should I do, if I want my character to randomly cure one status ailment when using a simple potion? I only know I can raise pharmacology for him, but... removing states?
 
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Yanfly

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Sorry about that.


It still has the bug with the updated plugin though.


Here's the updated version:


Plugin Name: YEP_WeaponUnleash


Plugin Parameter Changes: None


Bug Explanation: Replacing the Attack command with a skill that has the user as it's target scope will still make you select an enemy


Error Report: None


Exact Steps on How to Replicate Bug: Create a skill with User as the target scope, use <replace attack: x> on either the actor, weapon or class.


Sample Project (REQUIRED): https://www.dropbox.com/s/o1pwh22tcqga2p7/Test.rar?dl=0


Thanks.


Thanks, I'll get this fixed next update.


---

Plugin Name: YEP_EventChasePlayer and YEP_X_EventChaseStealth


Plugin Parameter Changes: set stealth regions to 5 and 23


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: stand in front of the statues and wait till event walks in front of you.


Sample Project (REQUIRED):https://www.dropbox.com/s/72l9tl0qae0uqu6/Game_boxed.exe?dl=0


Why did you box this? How am I supposed to look at the file inside RPG Maker MV if you do such a thing...?
 

Yanfly

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New arrangements have been made to the bug report guidelines. Too many people have been omitting too many steps far too many times.


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. 
 
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DarkEspeon40K

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Anyone else experienced the problem with the console, where you open it once, then turn it off in the plugin settings - but it still appears every time after you save the project? I'm also trying to switch to CTB mechanics, but it won't work either. Basically it just seems that the plugin settings save, but never apply.


I'm not sure if I want to report that, because I have a feeling that this is not a plugin problem, but instead a problem of my PC. So I'd rather ask people. Anyone?
 

Yanfly

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Anyone else experienced the problem with the console, where you open it once, then turn it off in the plugin settings - but it still appears every time after you save the project? I'm also trying to switch to CTB mechanics, but it won't work either. Basically it just seems that the plugin settings save, but never apply.


I'm not sure if I want to report that, because I have a feeling that this is not a plugin problem, but instead a problem of my PC. So I'd rather ask people. Anyone?


If you don't save immediately after you make plugin settings and go straight to battle test, nothing changes. This is explained here:

 


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.
 

Yanfly

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YEP.121 - Map Select Equip - RPG Maker MV












The Select Item event in RPG Maker MV does what it's supposed to: selects an item and then binds the value to a variable. However, it lacks the ability to allow the player to select weapons, armors, or both. This plugin gives you the functionality of selecting an equip and binding the ID of the equip to a variable.
 


You can grab the plugin here:
Yanfly.moe: http://yanfly.moe/2016/12/03/yep-121-map-select-equip-rpg-maker-mv/
 

DarkEspeon40K

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I haven't used Battle Test ever. I do playtests.


Anyway, I updated all plugins I could. It works now, thank you very much. Kudos to you!


P.S. Where can I suggest a feature for a plugin? I'd love to have control over how big the text size of enemy's HP values  can be in VisualHPGauge plugin. Do I have to become a patron for that?
 
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Das_Sagenhaft

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Here's a bug report! I cant figure out whats wrong!


https://www.mediafire.com/folder/5e4zgzhvfbbhi/Project2


View attachment 53646


Plugin Name: YEP_ItemCore


Do you have all the latest updates for the plugins in question? Yes


Plugin Parameter Changes: None


Bug Explanation: Only the item menu is updated the equip menu is the old school one


Error Report: None


Exact Steps on How to Replicate Bug: Install the plugin and start a game and access the equipment screen.
 
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nagolli

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Battle Ai Core not working with composed conditions

Plugin Name: Battle AI Core


Do you have all the latest updates for the plugins in question? Yes


Plugin Parameter Changes: None


Bug Explanation: At least one of these 2 things are wrong on the code of Battle AI Core


Inside the help of the plugin there is a line, concretely 208 which says


LEVEL param > 10 && target.notState(5): Blind, Random


This gives the impression that you can compose conditions. I tried to compose a condition like the next one:
Random 40% && State !== state 4, but never checked State condition.



If it is intended to work so, then on code lines 1139 to 1212 just checks one of both conditions, the first one in that function


In my own project i have solved it, but i think you should know about this.


Error Report: None


Exact Steps on How to Replicate Bug: 


1) Make an enemy who causes poison


2) Use the random condition and not poison condition, try random at 99%


3) See how he keeps poisoning u all time.




Here's the function u have


 

AIManager.passAIConditions = function(line) {


    // ALWAYS


    if (line.match(/ALWAYS/i)) {


      return this.conditionAlways();


    }


    // ELEMENT


    if (line.match(/ELEMENT[ ](.*)/i)) {


      return this.conditionElement();


    }


    // EVAL


    if (line.match(/EVAL[ ](.*)/i)) {


      var condition = String(RegExp.$1);


      return this.conditionEval(condition);


    }


    // GROUP ALIVE MEMBERS EVAL


    if (line.match(/(.*)[ ]ALIVE[ ]MEMBERS[ ](.*)/i)) {


      var members = String(RegExp.$1);


      var condition = String(RegExp.$2);


      return this.conditionGroupAlive(members, condition);


    }


    // GROUP DEAD MEMBERS EVAL


    if (line.match(/(.*)[ ]DEAD[ ]MEMBERS[ ](.*)/i)) {


      var members = String(RegExp.$1);


      var condition = String(RegExp.$2);


      return this.conditionGroupDead(members, condition);


    }


    // USER PARAM EVAL


    if (line.match(/USER[ ](.*)[ ]PARAM[ ](.*)/i)) {


      var paramId = this.getParamId(String(RegExp.$1));


      var condition = String(RegExp.$2);


      return this.conditionUserParamEval(paramId, condition);


    }


    // PARAM EVAL


    if (line.match(/(.*)[ ]PARAM[ ](.*)/i)) {


      var paramId = this.getParamId(String(RegExp.$1));


      var condition = String(RegExp.$2);


      return this.conditionParamEval(paramId, condition);


    }


    // PARTY LEVEL


    if (line.match(/(.*)[ ]PARTY[ ]LEVEL[ ](.*)/i)) {


      var type = String(RegExp.$1);


      var condition = String(RegExp.$2);


      return this.conditionPartyLevel(type, condition);


    }


    // RANDOM x%


    if (line.match(/RANDOM[ ](\d+)([%%])/i)) {


      return this.conditionRandom(parseFloat(RegExp.$1 * 0.01));


    }


    // STATE === X


    if (line.match(/STATE[ ]===[ ](.*)/i)) {


      return this.conditionStateHas(String(RegExp.$1));


    }


    // STATE !== X


    if (line.match(/STATE[ ]!==[ ](.*)/i)) {


      return this.conditionStateNot(String(RegExp.$1));


    }


    // SWITCH X case


    if (line.match(/SWITCH[ ](\d+)[ ](.*)/i)) {


      var switchId = parseInt(RegExp.$1);


      var value = String(RegExp.$2)


      return this.conditionSwitch(switchId, value);


    }


    // TURN EVAL


    if (line.match(/TURN[ ](.*)/i)) {


      return this.conditionTurnCount(String(RegExp.$1));


    }


    // VARIABLE X eval


    if (line.match(/VARIABLE[ ](\d+)[ ](.*)/i)) {


      var variableId = parseInt(RegExp.$1);


      var condition = String(RegExp.$2)


      return this.conditionVariable(variableId, condition);


    }


    return false;


};


Here's the function corrected as i did
 
AIManager.passAIConditions = function(line) {
    var Auxiliar=1;
    console.log("Leyendo condiciones para:");
    console.log(line);
    // ALWAYS
    if (line.match(/ALWAYS/i)) {
      if(this.conditionAlways())
              {
            Auxiliar=Auxiliar*1;
            }
            else
            {
            Auxiliar=Auxiliar*0;
            }
    }
    // ELEMENT
    if (line.match(/ELEMENT[ ](.*)/i)) {
      if(this.conditionElement())
                      {
            Auxiliar=Auxiliar*1;
            }
            else
            {
            Auxiliar=Auxiliar*0;
            }
    }
    // GROUP ALIVE MEMBERS EVAL
    if (line.match(/(.*)[ ]ALIVE[ ]MEMBERS[ ](.*)/i)) {
      var members = String(RegExp.$1);
      var condition = String(RegExp.$2);
            if(this.conditionGroupAlive(members, condition))
                          {
            Auxiliar=Auxiliar*1;
            }
            else
            {
            Auxiliar=Auxiliar*0;
            }
    }
    // GROUP DEAD MEMBERS EVAL
    if (line.match(/(.*)[ ]DEAD[ ]MEMBERS[ ](.*)/i)) {
      var members = String(RegExp.$1);
      var condition = String(RegExp.$2);
            if(this.conditionGroupDead(members, condition))
                          {
            Auxiliar=Auxiliar*1;
            }
            else
            {
            Auxiliar=Auxiliar*0;
            }
    }


// USER PARAM EVAL


    if (line.match(/USER[ ](.*)[ ]PARAM[ ](.*)/i)) {


      var paramId = this.getParamId(String(RegExp.$1));


      var condition = String(RegExp.$2);


         if(this.this.conditionUserParamEval(paramId, condition)
                          {
            Auxiliar=Auxiliar*1;
            }
            else
            {
            Auxiliar=Auxiliar*0;
            }

 


    }

    // PARAM EVAL
    if (line.match(/(.*)[ ]PARAM[ ](.*)/i)) {
      var paramId = this.getParamId(String(RegExp.$1));
      var condition = String(RegExp.$2);
            if(this.conditionParamEval(paramId, condition))
                          {
            Auxiliar=Auxiliar*1;
            }
            else
            {
            Auxiliar=Auxiliar*0;
            }
    }
    // PARTY LEVEL
    if (line.match(/(.*)[ ]PARTY[ ]LEVEL[ ](.*)/i)) {
      var type = String(RegExp.$1);
      var condition = String(RegExp.$2);
            if(this.conditionPartyLevel(type, condition))
                          {
            Auxiliar=Auxiliar*1;
            }
            else
            {
            Auxiliar=Auxiliar*0;
            }
    }
    // RANDOM x%
    if (line.match(/RANDOM[ ](\d+)([%%])/i)) {
            if(this.conditionRandom(parseFloat(RegExp.$1 * 0.01)))
             {
            Auxiliar=Auxiliar*1;
            }
            else
            {
            Auxiliar=Auxiliar*0;
            }
    }
    // STATE === X
    if (line.match(/STATE[ ]===[ ](.*)/i)) {
            if(this.conditionStateHas(String(RegExp.$1)))
             {
            Auxiliar=Auxiliar*1;
            }
            else
            {
            Auxiliar=Auxiliar*0;
            }
    }
    // STATE !== X
    if (line.match(/STATE[ ]!==[ ](.*)/i)) {
            if(this.conditionStateNot(String(RegExp.$1)))
              {
            Auxiliar=Auxiliar*1;
            }
            else
            {
            Auxiliar=Auxiliar*0;
            }
    }
    // SWITCH X case
    if (line.match(/SWITCH[ ](\d+)[ ](.*)/i)) {
      var switchId = parseInt(RegExp.$1);
      var value = String(RegExp.$2)
            if(this.conditionSwitch(switchId, value))
             {
            Auxiliar=Auxiliar*1;
            }
            else
            {
            Auxiliar=Auxiliar*0;
            }
    }
    // TURN EVAL
    if (line.match(/TURN[ ](.*)/i)) {
            if(this.conditionTurnCount(String(RegExp.$1)))
             {
            Auxiliar=Auxiliar*1;
            }
            else
            {
            Auxiliar=Auxiliar*0;
            }
    }
    // VARIABLE X eval
    if (line.match(/VARIABLE[ ](\d+)[ ](.*)/i)) {
      var variableId = parseInt(RegExp.$1);
      var condition = String(RegExp.$2)
            if(this.conditionVariable(variableId, condition))
            {
            Auxiliar=Auxiliar*1;
            }
            else
            {
            Auxiliar=Auxiliar*0;
            }
    }
    // EVAL
    if (line.match(/EVAL[ ](.*)/i)) {
      var condition = String(RegExp.$1);
            if(this.conditionEval(condition))
          {
            Auxiliar=Auxiliar*1;
            }
            else
            {
            Auxiliar=Auxiliar*0;
            }
    }
    if(Auxiliar===1){return true;}
    return false;
};
 
Last edited by a moderator:

Yanfly

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Joined
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Messages
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2,637
Here's a bug report! I cant figure out whats wrong!


https://www.mediafire.com/folder/5e4zgzhvfbbhi/Project2


View attachment 53646


Plugin Name: YEP_ItemCore


Do you have all the latest updates for the plugins in question? Yes


Plugin Parameter Changes: None


Bug Explanation: Only the item menu is updated the equip menu is the old school one


Error Report: None


Exact Steps on How to Replicate Bug: Install the plugin and start a game and access the equipment screen.


Can you place this into a ZIP or RAR and the upload it? I'm not going to download each and every single file individually.


---

Battle Ai Core not working with composed conditions

Plugin Name: Battle AI Core


Do you have all the latest updates for the plugins in question? Yes


Plugin Parameter Changes: None


Bug Explanation: At least one of these 2 things are wrong on the code of Battle AI Core


Inside the help of the plugin there is a line, concretely 208 which says


LEVEL param > 10 && target.notState(5): Blind, Random


This gives the impression that you can compose conditions. I tried to compose a condition like the next one:
Random 40% && State !== state 4, but never checked State condition.



If it is intended to work so, then on code lines 1139 to 1212 just checks one of both conditions, the first one in that function


In my own project i have solved it, but i think you should know about this.


Error Report: None


Exact Steps on How to Replicate Bug: 


1) Make an enemy who causes poison


2) Use the random condition and not poison condition, try random at 99%


3) See how he keeps poisoning u all time.




Here's the function u have


 




Here's the function corrected as i did
 


This is not a bug. However, I'm glad you figured it out for your project.
 

Das_Sagenhaft

Warper
Member
Joined
Jul 3, 2016
Messages
2
Reaction score
0
First Language
English
Primarily Uses
Here's a bug report! I cant figure out whats wrong!


https://www.mediafire.com/folder/5e4zgzhvfbbhi/Project2


View attachment Bug Report.txt


Plugin Name: YEP_ItemCore


Do you have all the latest updates for the plugins in question? Yes


Plugin Parameter Changes: None


Bug Explanation: Only the item menu is updated the equip menu is the old school one


Error Report: None


Exact Steps on How to Replicate Bug: Install the plugin and start a game and access the equipment screen.

Can you place this into a ZIP or RAR and the upload it? I'm not going to download each and every single file individually.


---


This is not a bug. However, I'm glad you figured it out for your project.
Sorry here is the new Address


https://www.mediafire.com/?au60l16ka0gavx3
 

tabrls

Villager
Member
Joined
Aug 14, 2014
Messages
6
Reaction score
4
First Language
korea
Primarily Uses
Plugin Name: grid free doodads


Plugin Parameter Changes: n/a


Bug Explanation: Thank you for this plugin.


This is a fantastic plug-in now. If it have additional features will be better.


ummm... like a 'ctrl + z'.


just think about that.


Error Report: n/a


Exact Steps on How to Replicate Bug: n/a


Sample Project (REQUIRED): n/a
 
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