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ramza

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Greetings again. I hope I'm not giving you too much work, but I seem to have found a weird bug with the Weapon Animations plugin, but only when the battle engine core plugin is enabled?


Plugin Name: YEP_WeaponAnimation, YEP_BattleEngineCore


Plugin Parameter Changes: I have the parameters set to default


Bug Explanation: I have a lot of weaponsheets being used for this plugin... 14 to be exact. Seemingly at random, some of he individual weapon sprites will not animate properly, but only the first time you see them. It looks like the anchor point on the animation is 200 pixels or so to the left and 600 or so up above where it should be for the first two frames of the weapon sprite swing animation, but on the third frame it goes to the correct position. Subsequent attacks with the same weapon sprite do not have this problem. The actual weapon sprite IDs that cause this to happen seem to be random. In my test project, sprite 59 has the issue, while sprite 61 does not. Sprite 123 also has this problem.


This only seems to happen if I have battleEngineCore turned on. When I was making the test project to upload, I discovered the bug wasn't happening anymore, because I didn't include that plugin at first. Something in the battle engine core plugin is interfering with these weapon sprites somehow, possibly during initialization?


Error Report: N/A


Exact Steps on How to Replicate Bug:

  • Have a project with a large number of weaponsprite sheets for use with weaponAnimation plugin.
  • Note that weapon sprite ID 59 animates incorrectly the first time you do a weapon swing with it.
  • Note that weapon sprite ID 61 does not have this problem.
  • Note that weapon sprite ID 123 does have this problem. All three weapon sprites belong to different sheet.

Test Project: Link here.


I have uploaded a test project in which the default actor weapons have their sprites changed to the above sprite IDs. There are probably more that don't work, but I'm not sure what their values are. Load the test project, and attack the bats in the battle (or testplay any troop in the DB). Take note that Harold's weapon animation starts above the screen, and that therese' does not. Marsha's also starts much higher than it should. See below for a screenshot of what I mean.


WeaponAnimationIssue.png
 

huntdog

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(Did it right this time sorry about issue earlier) 


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/e1nlu8kvw9dzy0o/Project2.zip?dl=0
 

Ultima01

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Plugin Name: YEP_WeaponUnleash.js


Plugin Parameter Changes: none


Bug Explanation: For some reason Guard commands aren't loading correctly.  As soon as the character's turn comes around, a slew of error messages pops up in the console log, and the Guard command isn't replaced.  Bizarrely, this doesn't seem to happen with actor 1, so I have no earthly idea what's different there.


Error Report: http://pastebin.com/aewXiFrY (everywhere you see YEP_StealSnatch.js, the plugin listed there was YEP_RepelLureEncounters.js before I disabled that plugin for testing)


Exact Steps on How to Replicate Bug: enter a battle and wait for the character's turn to come around (does not seem to happen for actor 1)


Sample Project: https://1drv.ms/u/s!AtYN39zAh_Y_gY9PY1El4T80EPHBoA
 

noside28

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Hey guys, I just want to ask first if anyone also encountered this problem to know if it has been solved already, as back reading this thread is no longer practical. I will post a proper bug report if it haven't.


The Problem:


YEP Battle Engine and related plugins(Animated battlers, row formation and etc.) are working properly in the editor and exported game. But stopped working when the game is package to an apk or uploaded on a website.


Note:


Plugins are up to date and installed as per recommendation by Yanfly


Thanks in advance.  :)  
 

ramza

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Hey guys, I just want to ask first if anyone also encountered this problem to know if it has been solved already, as back reading this thread is no longer practical. I will post a proper bug report if it haven't.


The Problem:


YEP Battle Engine and related plugins(Animated battlers, row formation and etc.) are working properly in the editor and exported game. But stopped working when the game is package to an apk or uploaded on a website.


Note:


Plugins are up to date and installed as per recommendation by Yanfly


Thanks in advance.  :)  
I just deployed a small battle test project to a server and test played it on multiple platforms with no issues, using all of the listed plugins. I did get some major slowdown towards the end of the test on android mobile, but that probably wasn't the engine causing it so much as the memory usage of the App climbing to an unmanageable level.
 

Yanfly

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Plugin Name: YEP_PictureCommonEvents


Plugin Parameter Changes: Only add the plugin in Plugin Manager and set status to ON (without any configuration or using it) will cause a problem.


Bug Explanation: When create an item that call a common event after used. The player can walk (or run) while the message (in the common event) is showing.


Error Report: -


Exact Steps on How to Replicate Bug:

  1. Create a common event and show some message.
  2. Create an item. In effect panel, add a common event that created in step 1.
  3. Add an item in step 2 to the player.
  4. Start the game. Try to use an item, you can walk or run while the message in common event is showing.

Sample Project (REQUIRED): https://drive.google.com/open?id=0B_V1NOjb9Jyqd0NxR2hXeFJsWVk


How can I fix it (my try, may be not the right way)


I tried to replace the code at line 2616


from


if ([201, 205, 230, 232, 261, 301].contains(code)) return false;
 


to


if ([101, 102, 103, 104, 105, 201, 205, 230, 232, 261, 301].contains(code)) return false;



The bug has gone, but I think it may be not a good way (and may produce another bugs XD).

Plugin Name: YEP_PictureCommonEvents (again)


Plugin Parameter Changes: 

  • Hide Message: false (optional, easy for bug detection)
  • Picture 1 Click: 1

Bug Explanation: When use HidePictureCommonEvents and ShowPictureCommonEvents plugin command, Normal picture(s) (not picture common events) also hide / show.


Error Report: -


Exact Steps on How to Replicate Bug:

  1. Create 2 pictures. A picture that used to call PictureCommonEvents (as picture id: 1) and a normal picture. (as picture id: 2)
  2. Show picture 1 and 2 into the screen.
  3. Set plugin parameter Picture 1 Click: 1 and create some common event (id: 1).
  4. Try to use HidePictureCommonEvents and ShowPictureCommonEvents plugin command in-game. You will see a normal picture also hide and show.

Sample Project (REQUIRED): https://drive.google.com/open?id=0B_V1NOjb9JyqRXFpNlJKaV9PX1k


How can I fix it (my try, may be not the right way)
In line 2686. I think it should be replaced


from
if ($gameSystem.isPictureHidden()) return 0;

to


if ($gameSystem.isPictureHidden() && this.isRelatedPictureCommonEvent()) return 0;


And the bug should gone.


Thanks for finding these! I'll get them fixed for the next patch update!


---

Greetings again. I hope I'm not giving you too much work, but I seem to have found a weird bug with the Weapon Animations plugin, but only when the battle engine core plugin is enabled?


Plugin Name: YEP_WeaponAnimation, YEP_BattleEngineCore


Plugin Parameter Changes: I have the parameters set to default


Bug Explanation: I have a lot of weaponsheets being used for this plugin... 14 to be exact. Seemingly at random, some of he individual weapon sprites will not animate properly, but only the first time you see them. It looks like the anchor point on the animation is 200 pixels or so to the left and 600 or so up above where it should be for the first two frames of the weapon sprite swing animation, but on the third frame it goes to the correct position. Subsequent attacks with the same weapon sprite do not have this problem. The actual weapon sprite IDs that cause this to happen seem to be random. In my test project, sprite 59 has the issue, while sprite 61 does not. Sprite 123 also has this problem.


This only seems to happen if I have battleEngineCore turned on. When I was making the test project to upload, I discovered the bug wasn't happening anymore, because I didn't include that plugin at first. Something in the battle engine core plugin is interfering with these weapon sprites somehow, possibly during initialization?


Error Report: N/A


Exact Steps on How to Replicate Bug:

  • Have a project with a large number of weaponsprite sheets for use with weaponAnimation plugin.
  • Note that weapon sprite ID 59 animates incorrectly the first time you do a weapon swing with it.
  • Note that weapon sprite ID 61 does not have this problem.
  • Note that weapon sprite ID 123 does have this problem. All three weapon sprites belong to different sheet.

Test Project: Link here.


I have uploaded a test project in which the default actor weapons have their sprites changed to the above sprite IDs. There are probably more that don't work, but I'm not sure what their values are. Load the test project, and attack the bats in the battle (or testplay any troop in the DB). Take note that Harold's weapon animation starts above the screen, and that therese' does not. Marsha's also starts much higher than it should. See below for a screenshot of what I mean.


View attachment 53728





I'm missing the sprite sheet to test this properly.


---

Plugin Name: YEP_WeaponUnleash.js


Plugin Parameter Changes: none


Bug Explanation: For some reason Guard commands aren't loading correctly.  As soon as the character's turn comes around, a slew of error messages pops up in the console log, and the Guard command isn't replaced.  Bizarrely, this doesn't seem to happen with actor 1, so I have no earthly idea what's different there.


Error Report: http://pastebin.com/aewXiFrY (everywhere you see YEP_StealSnatch.js, the plugin listed there was YEP_RepelLureEncounters.js before I disabled that plugin for testing)


Exact Steps on How to Replicate Bug: enter a battle and wait for the character's turn to come around (does not seem to happen for actor 1)


Sample Project: https://1drv.ms/u/s!AtYN39zAh_Y_gY9PY1El4T80EPHBoA


From the various pages:


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.

---

Some interesting thing when you use a different screen resolution, like 1280x720. You know when the game starts there's a small moment when the window gets resized. When you drag the window around before the resize occurs, the window does not get scaled up and the game then looks kinda zoomed out.


Is this already known? Or maybe a bug and I should report it properly?


There is nothing my plugins can do to fix this. You have to fix this issue yourself after you've deployed your game and modify the json file signifying what window resolution you want it to use.


---

Hey guys, I just want to ask first if anyone also encountered this problem to know if it has been solved already, as back reading this thread is no longer practical. I will post a proper bug report if it haven't.


The Problem:


YEP Battle Engine and related plugins(Animated battlers, row formation and etc.) are working properly in the editor and exported game. But stopped working when the game is package to an apk or uploaded on a website.


Note:


Plugins are up to date and installed as per recommendation by Yanfly


Thanks in advance.  :)  

...I need to seriously add this to the FAQ: Stop using the exclude unused files when exporting.
 

Yanfly

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FREQUENTLY ASKED QUESTION


Q: How come when I deploy my game, files are missing?


A: See below:





To everybody who's using this feature and telling me my plugins aren't working after putting them online or whatever, stop using it. That is the cause of all those problems for your deployment/export/whatever you call it.


The feature exists primarily for games that don't use plugins or games that use plugins that do not reference other game files. If you plan to use that "feature" while using my plugins that alter or reference files, then you will encounter problems. If you absolutely have to use it for whatever reason, then I'm afraid it's better for you to not use my plugins or any plugins that require flexible referencing.


---


Also, yes, I'm aware that in RPG Maker MV's help file, there's a [Exclude unused files] Plugin Configuration option. Guess what? If you read through it indepth, you'll realize that not everything will work properly because I choose to give you, as the users, flexibility over what folders and file types can and can't be used.


For plugin parameters:



 * @param ME
 * @desc The ME name for sample music effect.
 * @default Organ
 * @require 1
 * @dir audio/me/
 * @type file

That does not accommodate for flexible directory referencing.

For notetags:

 * @noteParam sampleImage
 * @noteRequire 1
 * @noteDir img/sample/
 * @noteType file
 * @noteData items

That does not allow for flexible notetag creation. It is only usable with the default system of notetags, which are inflexible, case sensitive, and not user friendly.


---


This is not a matter of me being lazy to fix the problems it has with my plugins. This is a matter of the fact that the "exclusion rules" they add do not comply with the way I create plugins that are made to be user-friendly.
 

doranikofu

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A minor display issue for YEP_BattleEngineCore.js


For sideview battle


When: the target battler performs substitute and the attacker has attack time>1


How: each time the attacker attacks, the substitute target moves. This means if the attacker attacks twice, the target substitute will move forward twice (almost to the middle of screen). If the attacker attacks 3 times the target substitute moves even further.


I guess the Game_Battler.prototype.spriteStepToSubstitute function need to have a restriction and only run once each action.
 
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DuranJP83

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Hey Yanfly, using your class change core plugin (amongst many others) and have come to a bit of a roadblock...the script is great but how would i go about setting a stat requirement? i was thinking of having an assortment of level/stat/item requirements but after looking was unable to figure it out.


Edit: Figured out item requirements today using a state and variable but still a little stuck with stat requirements, have the general idea figured out tho, see how goes tomorrow =)
 
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Wes Lesley

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This is not a matter of me being lazy to fix the problems it has with my plugins. This is a matter of the fact that the "exclusion rules" they add do not comply with the way I create plugins that are made to be user-friendly.
That's fine. With great(er) power comes great(er) responsibilit(y/ies). But perhaps in the help it could be logged which animations/images/audio are used so I can add them? :)  I don't always run into the necessary bits while testing. Just thinking out loud.
 

noside28

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I just deployed a small battle test project to a server and test played it on multiple platforms with no issues, using all of the listed plugins. I did get some major slowdown towards the end of the test on android mobile, but that probably wasn't the engine causing it so much as the memory usage of the App climbing to an unmanageable level.


Thanks so much for the effort! Now I know that it's not the plugin with the problem, but the way I was exporting it. But It's still making the same error on my games even after manually deleting unnecessary assets. I even made a fresh project with the minimal plugins (CoreEngine, BattleEngineCore and ActSeq, AnimatedBattler and Row formation) and I think it's no longer necessary to post it.


I hope this won't sound too much. But I don't want to trouble Yanfly with this trivial things, since it's not his plugins fault. How do I check the required assets in Yanflys plugins? Can you guide me as to how you strip your game assets? How big was the final size of your small battle demo(my target is below 70mb)? What server did you upload to test? ( since I only know new grounds and kong, and they wont allow pass 200mb)


Notes:


1. I delete all the BGM and BGS files


2. I delete all the m4a of the SE and ME


3. I delete all the battle backs and Title pictures


4. The things I delete wasn't used in the game.


5. I don't encounter missing assets error


6. The plugins work before and after deployment


7. The plugins stop working after being uploaded to a server
 

Yanfly

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Err, my bad with that, the stripper program I used to reduce filesize removed those weapon sprites because the "engine" wasn't using them, I guess. Here's a new link: https://www.dropbox.com/s/d2y6wdtq45q2wku/WeaponAnimationTestv2.rar?dl=0


Thanks, for the reupload. This appears to be a loading issue as the weapon sheet sizes are rather big. I'll have to work in a way to get these assets loaded early.


---

A minor display issue for YEP_BattleEngineCore.js


For sideview battle


When: the target battler performs substitute and the attacker has attack time>1


How: each time the attacker attacks, the substitute target moves. This means if the attacker attacks twice, the target substitute will move forward twice (almost to the middle of screen). If the attacker attacks 3 times the target substitute moves even further.


I guess the Game_Battler.prototype.spriteStepToSubstitute function need to have a restriction and only run once each action.


From the front page, the bug report page, and everything else


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.
  • I am not going to "fix" my plugins to work with the Exclude unused files feature that comes with RPG Maker MV. The feature exists primarily for games that don't use plugins or games that use plugins that do not reference other game files. Read about it here in detail.



    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 themThat 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 DropboxDo -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.




---

That's fine. With great(er) power comes great(er) responsibilit(y/ies). But perhaps in the help it could be logged which animations/images/audio are used so I can add them? :)  I don't always run into the necessary bits while testing. Just thinking out loud.


Sorry, but you're on your own for that one. You'll have to keep track of everything you use yourself. There's no tool currently that keeps track of everything. You'll have to go through each and everything facet of your game one by one and see what's needed. It will take time, but it will have to be done.


---

Thanks so much for the effort! Now I know that it's not the plugin with the problem, but the way I was exporting it. But It's still making the same error on my games even after manually deleting unnecessary assets. I even made a fresh project with the minimal plugins (CoreEngine, BattleEngineCore and ActSeq, AnimatedBattler and Row formation) and I think it's no longer necessary to post it.


I hope this won't sound too much. But I don't want to trouble Yanfly with this trivial things, since it's not his plugins fault. How do I check the required assets in Yanflys plugins? Can you guide me as to how you strip your game assets? How big was the final size of your small battle demo(my target is below 70mb)? What server did you upload to test? ( since I only know new grounds and kong, and they wont allow pass 200mb)


Notes:


1. I delete all the BGM and BGS files


2. I delete all the m4a of the SE and ME


3. I delete all the battle backs and Title pictures


4. The things I delete wasn't used in the game.


5. I don't encounter missing assets error


6. The plugins work before and after deployment


7. The plugins stop working after being uploaded to a server


That's something you have to keep track of yourself. You're the one who needs to manage your own game's assets and everything. Go through each and everything facet of your game one by one and see what's needed. It will take time, but it will have to be done.
 

ramza

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Thanks so much for the effort! Now I know that it's not the plugin with the problem, but the way I was exporting it. But It's still making the same error on my games even after manually deleting unnecessary assets. I even made a fresh project with the minimal plugins (CoreEngine, BattleEngineCore and ActSeq, AnimatedBattler and Row formation) and I think it's no longer necessary to post it.


I hope this won't sound too much. But I don't want to trouble Yanfly with this trivial things, since it's not his plugins fault. How do I check the required assets in Yanflys plugins? Can you guide me as to how you strip your game assets? How big was the final size of your small battle demo(my target is below 70mb)? What server did you upload to test? ( since I only know new grounds and kong, and they wont allow pass 200mb)


Notes:


1. I delete all the BGM and BGS files


2. I delete all the m4a of the SE and ME


3. I delete all the battle backs and Title pictures


4. The things I delete wasn't used in the game.


5. I don't encounter missing assets error


6. The plugins work before and after deployment


7. The plugins stop working after being uploaded to a server
AH, see, the devil is in the details here. The Battle test demo was small in that it only lasted a few minutes, as it as an alpha test of sorts for a boss battle I had made. But the uploaded project actually contained my whole game, so it was almost 2gb in file size. As I was "uploading" it to my own personal server, space was not a concern.
 

Marston

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Plugin Name:  YEP_JobPoints


Do you have all the latest updates for the plugins in question? Yes, and that's the error.


Plugin Parameter Changes: You only get JP through level ups (others are set to 0) and it should not show in the Aftermath Level Up Screen.


Bug Explanation: Even if set to false, it still shows up in the Aftermath Level Up screen. This only happens since 1.08, it didn't happen in 1.07, even in new projects this starts as soon as it updated to 1.08.


Exact Steps on How to Replicate Bug: Win a fight and look at the Aftermath Level Up screen. With 1.07 of YEP_JobPoints the JP earned don't show up, but with 1.08 they do show up.


Did you recreate the bug on the sample project? Yes, see above.


Upload the sample project and share the link:


https://workupload.com/file/tVnL2pR


I also included the 1.07 version of YEP_JobPoints which I am still using in an older project. I copied it in the main folder where you open the project, so I didn't have to rename it. If I change the currently used 1.08 version back to this 1.07 one, the plugin works as intended (which is the reason why I included it, so you can see for yourself that it worked before).
 
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doranikofu

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A minor display issue for YEP_BattleEngineCore.js


For sideview battle


When: the target battler performs substitute and the attacker has attack time>1


How: each time the attacker attacks, the substitute target moves. This means if the attacker attacks twice, the target substitute will move forward twice (almost to the middle of screen). If the attacker attacks 3 times the target substitute moves even further.


I guess the Game_Battler.prototype.spriteStepToSubstitute function need to have a restriction and only run once each action.
one simple solution:


edit YEP_BattleEngineCore.js

Code:
//only allow 1 move for substitute
Sprite_Battler.prototype.stepToSubstitute = function(focus) {
    var target = focus.battler();
	if (this.x == this._homeX && this.y == this._homeY)	{      //check if battler is at home position, if not, do not move
    var targetX = (this.x - this._homeX) + (target._homeX - this._homeX);
    var targetY = (this.y - this._homeY) + (target._homeY - this._homeY);;
    if (focus.isActor()) targetX -= this._mainSprite.width / 2;
    if (focus.isEnemy()) targetX += this.width / 2;
    this.startMove(targetX, targetY, 1);
	}
};
 

Hikitsune-Red

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Hello Yanfly, I have a bug with the plugin "YEP_SaveCore". I can't save. In my project I have only plugins YEP.


View attachment 54026View attachment 54025


My project: http://www.megafileupload.com/84yw/Project1.rar


Please redo this properly...

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 themThat 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.
 

Xenthar

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Plugin Name: YEP_X_AnimatedSVEnemies, YEP_X_VisualStateFX


Plugin Parameter Changes: Changing enemy state overlay in VSFX to false, while floating is added to the enemy (from ASVE)


Bug Explanation: when starting a battle the game produces an error.


Error Report: cannot read property (y) of undefined


Exact Steps on How to Replicate Bug:


1. Create an enemy with floating in notebox


2. Set plugin parameter "enemy state overlay" in VisualStateFX  to "false."


3.Start battle with enemy.


Example project:


https://dl.dropboxusercontent.com/u/60621831/Project1.zip
 
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Wookiee420

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I have a question, hopefully an easy one. I am trying to use your Weapon Animation in conjunction with skills, and it seems that I cannot call the weapon graphic on skills.  My intention is to have different Nanobots for different spells, so if you cast Ice the blue frozen bot appears and if you cast Fire the red burning bot appears. They are simple weapon graphics like any of the other ones, one on a sheet like they are your beam weapons. I have successfully added the attack bot and even have been able to successfully override (if i notebox the actor and stuff), my only question is how to make weapon animations appear with spells.


THANK YOU AS ALWAYS FOR YOUR AMAZING WORK!!!!!
 
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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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