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GammaVD

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Hi guys,


I'm trying to use the ctb system with a 1 turn barrier spell at the moment. Sadly that spell makes no sense if the player got two turns but doesnt know about it, because every fighter is just shown once in turn order. If I remember right yanfly said once he had no time to change that prob, so I wanted to ask if there maybe was a addition from someone else?


Or maybe I just missed something and could change the visualization of the turn order. For example I could use something to see the next 8 turns no matter who is doing them, instead of just displaying each figters next turn.



By how it works the code is running a queue with a single instance of each batter in it, slotting them into where they are in the queue


In order to do what your wanting you would need to work out the queue order for eight turns rather than who goes next, basically re-code the whole thing, it is do able but a lot of time to do
 

Nomi

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By how it works the code is running a queue with a single instance of each batter in it, slotting them into where they are in the queue


In order to do what your wanting you would need to work out the queue order for eight turns rather than who goes next, basically re-code the whole thing, it is do able but a lot of time to do



Thanks for your Answer GammaVD. That's totally understandable and for sure to much to ask. But maybe its possible to "double" the now used code? To show the next TWO turns of the battler? ...or maybe a variable that defines how many instances should be shown?


I think of something like having a Actor 1 Instance and a Actor 1(2nd Turn) instance. That way the problem would be gone unless u have 3 turns...which mabye a variable to define the number of instances could also solve. Ofcourse I dont know how this code is done atm and I'm sadly not that much in JavaScript :/
 

YoraeRasante

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That would need someone to program an add-on script, I'm pretty sure.
 

Nomi

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That would need someone to program an add-on script, I'm pretty sure.



I guess so, thats why I asked if someone knows one. There are quite a lot of add-ons to many yanfly scripts
 

Screedle

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Plugin Name: YEP_EquipBattleSkills


Plugin Parameter Changes:


Bug Explanation: The equip battle skills plugin does not account for when a character's skills are either added or removed from a given source. For example, if an armor gives access to a skill, the user equips said skill, and the armor is removed, the skill is not removed; likewise, if the user equips an item that seals a skill, if the skill is equipped it is not removed from the equipped skills list.


Error Report: No error report.


Exact Steps on How to Replicate Bug: Run game. Open chest to obtain 'ring'. Ring has been set up to add 'fire' and remove 'spark'. Equip ring to Harold. Harold is able to equip Fire, but Spark is not removed. If Harold removes the ring while Fire is equipped, he does not lose access to Fire unless he deliberately unequips the skill.


Sample Project (REQUIRED): https://www.dropbox.com/s/mzkkqe352nzu8nh/sample1.zip?dl=0 (size: 112.45 MB )


note: I am not actually sure if this is a bug, or how the plugin is designed, but I thought it was worth bringing to attention as it can lead to very easy exploits through regular play - for example, a player could theoretically equip every bonus, item-exclusive skill in the game as the skills are not removed from their equipped skill set.
 

Marston

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Plugin Name: YEP_BattleAiCore


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


Plugin Parameter Changes: None.


Bug Explanation: The Battle A.I. Core Plugin changes how turn 0 and specific turns are handled. "Turn 0" normally is the first turn during which enemies use skills. As soon as the plugin is activated, "Turn 0" is skipped and "Turn 1" is the first turn during which enemies use skills. Somehow, this causes problems, because the bonus speed you can add to skills is not applied on the very first turn. However, this only happens if the enemy is supposed to use skills on specific turns, like "Turn 1" or "Turn 1 + 2 * X". If the use condition for the skill is "Always" the bonus speed is applied without problems. I haven't tested whether or not the speed is applied when HP%, MP% or something else is choosen as a condition for the skill to be useable.


Error Report: None.


Exact Steps on How to Replicate Bug: Create two enemies. One enemy needs to be slower than the hero, the other faster. The slower enemy gets a skill with 1000 bonus speed, the faster one gets a skill with 500 bonus speed. 


1.) Both enemies use their skill "Always" = Both enemies are faster than the hero


2.) As soon as they no longer use the skill with "Always" as the condition, but on a specific turn, the bonus speed will not be applied on the first round. 


Did you recreate the bug on the sample project? Yes, fight the enemy, the first bat should always be faster than the heroes and the second bat because of the +1500 speed on the skill it uses. It also has lower speed than the heroes and the second bat. The second bat should only be faster than the heroes, but not faster than the first bat, because of the +1000 speed on the skill. It has higher speed than both the first bat and the heroes. 


Bat 2 is faster on the first turn because of the higher base speed. After that, Bat 1 is always faster because of the higher bonus speed on the skill it uses.


Sample Project: https://workupload.com/file/PqvXpuF


One more thing, even though this doesn't concern the sample project, but my own where I found the bug:


In my own game, I have a two bosses that follow a specific pattern (which is the reason why I found this in the first place; they have not a single attack they use "Always", all attacks are used on specific turns). However, as soon as one of the enemies dies on the first turn, the other enemy gets a "Forced Action" and buffs himself. This ALSO results in the enemy immediatly using his Turn 1 skill (which he is supposed to because of a huge speed bonus), even if his base speed is lower than that of the heroes. If no enemy dies on the first turn, both enemy have lower base speed than the heroes and both use their skills only at the end of the round (which should NOT happen, because of a huge speed bonus in their Turn 1 skills).
 

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

Bump!
 

bgillisp

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@Marston Interesting, as I remember running into this same error with Yanfly's ACE scripts. Same code logic? (@Yanfly: Not sure if you knew this, but yes, Marston's bug also exists in your ACE scripts too. Just mentioning it in case you still support the ACE scripts and wish to fix those as well).
 
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Yanfly, is it possible using this plugin to make certain skills (like a simulation of the REPEL or Holy Protection spell from the Dragon Quest series) or item (the Fairy/Holy Water item from the Dragon Quest series) only repel weaker enemies (enemies whose attack power is lower than yours or the party's average attack power, or even the average defense of the party)?
 

Aurawhisperer

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@Yanfly Really, really late to the party, but it's about ATB plugin being discontinued. I read all that you mention about the plugin and your reasons. That all said, I must ask this very important question for it may or may not endanger my own project. In the past I used that very plugin, invested over 40 hours into a project. I had to scrap it due to data last later down the road, and reinstall all plugins I previously used. My question is due to the discontinue, is it also because it corrupted data files? Or no?


This isn't a bug report or anything, but more of a survival question, for the sake of my time and sanity, along with my project. Because if it is the reason why I had to scrap my previous project, I'll immediately remove it from my project to save time and effort.


Thank you Yanfly for everything!!!
 
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doranikofu

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suggestion for a minor update


Plugin Name: YEP_X_ItemUpgradeSlots.js


It would be nice if the item with the upgrade effect "reset full" can be applied to target without any available slots.


Currently it looks like if all slots are used, the target item/equip is fixed and cannot be changed anymore.
 
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I feel like I should be using/looking at the Sample Project from ******* a lot more often. I'm rewatching the Boss Fights and I wonder, "What does that do? How did you do that? What does that move do again?" and I'm too lazy to watch ALL the Plugin videos and the Tips and Tricks videos again. I'm at kind of a weird place in my thought process in my project, because I'm struggling on both having too few skills per class and too many ideas on what to add to them, particularly in worrying how to make said classes all unique in not only this game, but my planned sequels to each project, so they don't overlap or become redundant. Maybe looking at what you have done will help me narrow it down? Or even give me new ideas.
 

JLowther

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@Yanfly Just a quick question about the "Collection Clear" option in the latest core engine version...


It says it clears stored files on scene switch. When has the scene officially "switched"? When a new map is loaded? When the game goes in or out of a battle? etc.


Just want to know so I can make sure to clear any potential junk on a regular basis.


On the same subject, here's an open ended question to anyone: what does it take to unload image files from the game? I you load image A as picture #1 in the game, then load image B as picture #1, has this just removed image A from the memory or is it still there (until a scene switches if you're running yanfly engine)?
 
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Miguelitojimz

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Actually this is more a question than a report.

I have the Armor Scaling plugin but it doesn't work. I erased the "- b.def * 2" from the formula box in the skills as the tutorial says but then, I do the same damage even if the enemy has 10 or 99 defense.

I want to know how apply this armor scaling plugin >_<
I know how the formula works and stuff, but I want this plugin actually work in my project.
 

YoraeRasante

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two kinda important questions:


did you follow the order in the site?


and did you remember to turn it on?


I ask it because I forgot to turn some plugins on once...
 

Miguelitojimz

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two kinda important questions:


did you follow the order in the site?


and did you remember to turn it on?


I ask it because I forgot to turn some plugins on once...


Yes, I did. I don't know what it could be. -_-
 

padr81

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This seems to be only happening with the latest doodads update.  I can't reproduce it in a fresh project though.  Tried disabling every plugin but it still happens.
 

MasterTaffer

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Hey Yanfly, I found a pretty major bug with your region events script relating to mouse control.
Here's my bug report:

Plugin Name: YEP.17 - Region Events (latest version).


Plugin Parameter Changes: None.


Bug Explanation: After setting a footstep sound to play on a region, clicking and holding the left mouse button on that region will cause the sound
to loop extremely fast, while also causing the game speed to dramatically increase. (more detailed explanation included in the sample project).


Sample Project Reproducing the bug: (48mb) https://www.mediafire.com/?rco5q29mx7mm0m3

Hopefully this will be an easy fix. If you can, notify me in a PM when you update the script with a fix.
Thanks.
 
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JLowther

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Bug report:


Plugin Name: YEP_FpsSynchOption


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


Plugin Parameter Changes: None (everything is default)


Bug Explanation: If the FPS Synch Option is set to "false", the game will not register any touch input when deployed to an iOS device (tested on an iPad2). If the synch option is set to "true", touchscreen functionality works as expected. Something about disabling FPS Synch is preventing RMMV from registering touchscreen input.


Error Report: No error report.


Exact Steps on How to Replicate Bug: Deploy the project to an iOS device using Cordova and Xcode. Note that the touchscreen functionality does not work.


Create a Sample Project Reproducing the bug: https://1drv.ms/u/s!ArjMyzv6xiVxj70p09RnkxzhcVz37Q
 
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Hikitsune-Red

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THIS THREAD WILL BE USED FOR PLUGIN UPDATES, NEW YEP VIDEOS, AND BUG REPORTS!


This thread is NOT a request thread. Requests include new plugins, new features for existing plugins, and features that you personally think should exist but currently do not. If you want requests, visit the proper subforum for it; this thread is not the place to do so.






To make a bug report, simply report it in this thread. Chances are, I will find out about the bug in this thread than by making one in the JS Support forum.


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 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. 


TERMS OF USE



Any original material made by Yanfly is free for use with both free and commercial RPG Maker games unless specified otherwise. I do not demand royalties or special liberties if you choose to use Yanfly original content in your commercial games. (Although a free copy of your game would be nice!) I only ask that you provide “Yanfly” or “Yanfly Engine” a spot in your game’s credits.


 


Any edits made to Yanfly original material are okay as long as you still provide the proper credit. Any non-Original content posted, linked, or shared on my website and channel will still require you to contact the respective parties for permission of use.


 


I think this is simple. I’d like to keep it simple. I ask of you, as users, to please do not do things that will make me complicate it for everyone.
 
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