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Yanfly

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@Yanfly , great plugin as always. Now I don't know if I should use DTB with Turn Display, STB with TD or STB without TD!

Just one question, since I'm away from my Maker to test it: If I apply a formula to the turn order (so, instead of Agi, it is Agi plus rand(20)), this math is done to the whole battle, or each turn it is updated, giving each turn a slightly different order to each battler?

Thanks!
Thanks for the kind words! The formula is updated as it goes along. For that reason, I would avoid any randomness in the formula, too, since that kinda borks the turn order stability.

In 'Battle System - Standard Turn Battle' both the page and the plugin have a minor error with the line

This plugin requires YEP_X_BattleSysSTB. Make sure this plugin is located under YEP_X_BattleSysSTB in the plugin list.

I believe its meant to be YEP_BattleEngineCore
Oh woops! Good catch. I'll get that fixed.

Plugin Name: Yep_X_BattleSysSTB
Do you have all the latest updates for the plugins in question? Yes
Plugin Parameter Changes: None
Bug Explanation: "i" Misspeled in the 420 Line.

- Yanfly.STB.Scene_Battle_commandEscape.call(ths); -

Error Report:
ReferenceError: ths is not defined
at Scene_Battle.commandEscape (file:///C:/Users/Artorius300/Desktop/Project1/js/plugins/YEP_X_BattleSysSTB.js:420:48)
at Window_PartyCommand.Window_Selectable.callHandler (file:///C:/Users/Artorius300/Desktop/Project1/js/rpg_windows.js:896:31)
at Window_PartyCommand.Window_Command.callOkHandler (file:///C:/Users/Artorius300/Desktop/Project1/js/rpg_windows.js:1420:14)
at Window_PartyCommand.Window_Selectable.processOk (file:///C:/Users/Artorius300/Desktop/Project1/js/rpg_windows.js:1150:14)
at Window_PartyCommand.Window_Selectable.onTouch (file:///C:/Users/Artorius300/Desktop/Project1/js/rpg_windows.js:1080:22)
at Window_PartyCommand.Window_Selectable.processTouch (file:///C:/Users/Artorius300/Desktop/Project1/js/rpg_windows.js:1048:18)
at Window_PartyCommand.Window_Selectable.update (file:///C:/Users/Artorius300/Desktop/Project1/js/rpg_windows.js:980:10)
at file:///C:/Users/Artorius300/Desktop/Project1/js/rpg_core.js:6523:19
at Array.forEach (native)
at WindowLayer.update (file:///C:/Users/Artorius300/Desktop/Project1/js/rpg_core.js:6521:19)


Exact Steps on How to Replicate Bug: When you succesfully escapes, error shows up.
Did you recreate the bug on the sample project? Yes.

Upload the sample project and share the link (ABSOLUTELY REQUIRED):
http://www.mediafire.com/file/2cagpgap34id5h3/Project1.rar
Thanks! I'll get that fixed! :)
 

woootbm

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@Yanfly Super excited to see this STB plugin! I was really scared when CTB was discontinued, so I hope this one doesn't give you as much of a headache!

I do have a question. I know this plugin makes it so that AGI can't give you extra turns, and that's totally fine and very welcome; it's basically like initiative (from DnD) and that's great. But how come the "Action times +" parameter doesn't work? Was that also based in AGI somehow? Basically, I want to be able to grant extra turns to characters in various situations (I have one character that just passively gets two turns a round and an item of haste that immediately grants bonus turns). The InstantCast plugin seems to work, which is great, but I'm hoping there's some way to get an entire turn that I'm missing. Stun still works, so you can still lose turns.
 

styx92

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BUG REPORT

Name of the Plugin:
Item Core, Map Select Equip

Description: If you want to use MapSelectEquip var type plugin command, than the plugin do not write the right ID into the variable.
But if i disable the Item Core Plugin, it will work perfectly. I tried it in your Sample Demo, too. Its the same.
The Plugin write something like 1,314 into the variable, but i select armor ID 1.

Demo:
https://mega.nz/#!X9NDRRpa!Xv-Cxy4DmU82G5d6919sgcj29WGntHvmKwQrUTA8LEc
 

Ordrox

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Plugin: RowFormation

Question: Hi! I have some trouble with the Y home formula, i don't want them to be packed depending on how much party member there's in the row with them, i want them to stay in their line ( 4 actors for 4 lines ) regardless of how many party members are in the same row. But i can't find any reference to the party position ID for the formula, is it possible to do so? Can you give me some help? Thanks!
 

Lecode

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The STB is a good idea, nice done.
 

Nutty171

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Here's an issue that I have with the plugins.
I have the main core, battle core, and enemy hp bar plugins installed. I don't know which one is doing this, but in battle, you can't see an actor's max HP anymore. Is there a way to fix that? If so, then how do I do it?
 
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andry5ury4

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Hello,
I'm going to report some "Help" fix

YEP_X_ItemUpgradeSlots.js

it didn't use
<Type: string>
it use
<Item Type: string>
instead
and please create new section for Item's notetag

YEP_SmartJump.js

please add "SmartJump x"
x for how much tiles it'll jump
I know it already mention in youtube, but you know.. just help XD (ps: I'm lazy to check youtube)
 

silversteampunk

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Plugin Name: YEP.123 Item Picture Images / YEP_X_ItemPictureImg (Also using Item Core and Shop Core.)

Do you have all the latest updates for the plugins in question?
Yes (No update listed in log for Item Picture)

Plugin Parameter Changes:
Default, nothing changed.

Bug Explanation:
Item picture shows up in the item menu but not shop menus.

Error Report:
No error report.

Exact Steps on How to Replicate Bug:
Open chest to get potion, look at potion in menu. (128 x 128 Item picture shows up) Talk to the second Harold to open shop menu, view potion. (Image shows the icon stretched out instead of the image in the notetags.)

Did you recreate the bug on the sample project? Yes.

Link to Sample Project: https://www.dropbox.com/s/o1b6bx1hkud5acm/Bug Test.zip?dl=0
 

Tigrean

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Yanfly, I notice this a couple of times on Yanfly.moe. When you do the Plugin updates when I click the link in the post it doesn't download the script I have to left click the link and it takes me to the page of the plugin then I have to use the mirror link there to get it. Not a big deal but it is a little annoying but not site breaking.
 

megumi014

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Any edits made to Yanfly original material are okay as long as you still provide the proper credit.
(I hope it is ok to ask this here, I don't know how to send you a mail)

Name of the plugin: StopMapMovement

Issue: Hi Yanfly. I had a problem with the plugin StopMapMovement and the command StopPlayerMovement. I wanted to be able to use it together with your plugin PictureCommonEvents (to flip pages of a book or close it with my mouse, for example). However, if I used it on an book-autorun event, the PictureCE wouldn't work, and if I used it on a book-parallel event, the PictureCE worked but the player could still move the character through the keyboard. If I used the StopPlayerMovement plugin command, the player couldn't move but the mouse wouldn't work either to activate the picture.

Solution I found: I have very limited javascript knowledge, but I found that if I exchanged the Game_Player.prototype.canMove for Game_Player.prototype.moveByInput, everything would work together as I wanted. Now I can use the PictureCE plugin with the StopPlayerMovement command on a parallel event.

Question/problem I have: I don't know how to integrate the Game_Player.prototype.moveByInput on the default StopMapMovement plugin and still use it like it was meant to be, so I had to do this:

YEP_.jpg
YEP.jpg

I erased everything else that matched the default plugin and added "Mouse" to all the parts that referred to Player Movement. Like this I can also use the default StopMapMovement plugin.

I read in your Terms of Use that any edit made was ok as long as it was given proper credit (I didn't touch a single word of the plugin credits), but I don't know if changing the title is ok to use them side by side as a "plugin unit".

I'm sorry if it is a silly question but I'd rather be safe than sorry.

Thank you very much.
 

MikyDoor

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I have a bug to report:

Using:
- YEP_BattleEngineCore v.1.44
- YEP_X_BattleSysSTB v.1.01
- YEP_X_TurnOrderDisplay v.1.01

Parameter changes:
- In YEP_BattleEngineCore changed default system to "stb"

Bug Explanation:
After the first turn, everything looks very buggy:
1. No matter what, the last battler will go first in turn 2 and the 3rd battler will go first in turn 3.
2. Turns never pass. For example, I set a Poison state that should last for 1 turn (the rest of the turn),
but it stays there forever and never damages the enemy.

Turning YEP_X_TurnOrderDisplay OFF fixes everything.
This never occured before the 1.01 version update.

Here is the link to a sample project:
- http://www.mediafire.com/file/mpiyb0u4rxeck1d/sample_project.7z

You're awesome!
 
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TheHonorableRyu

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Plugin Name: Yep_X_BattleSysSTB v. 1.01, YEP_BattleEngineCore v.1.44
Do you have all the latest updates for the plugins in question? Yes
Plugin Parameter Changes: In YEP_BattleEngineCore, changed default system to "stb"
Bug Explanation:

When using the side view battle system, whichever party member attacks last in the turn order will default to their sideview guard animation (rather than their idle animation) until their next turn. This seems to be the case even in a fresh project without any other scripts installed.

Exact Steps on How to Replicate Bug:
-Start battle with the event on the main screen.
-Take turns with all your party members. In this project Therese is set up to have the lowest AGI stat (via adjusted Warrior class) of all the ally characters and she will take her action last.
-After taking her turn, Therese will be stuck in the guard animation until her next turn. She will change animations only momentarily while the enemies take their turns, then go back to guard animation until her next turn.

Did you recreate the bug on the sample project? Yes.

Upload the sample project and share the link (ABSOLUTELY REQUIRED):
http://www.mediafire.com/file/9c1ovdqsqgc2e3f/STBScriptTest.zip
 
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warpshadow

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I had an error request here but I just realized that it was in fact something else that I had done wrong. Sorry about that.
 
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Solwern

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Plugin Name: Action Sequence Pack 2
Do you have all the latest updates for the plugins in question? Yes
Plugin Parameter Changes: None.
Bug Explanation:

Graphical Error, details in this post:
https://forums.rpgmakerweb.com/index.php?threads/pre-made-yanflys-action-sequence-sharing-and-discussions.46691/page-57#post-718617

Exact Steps on How to Replicate Bug:
Just start a battle with it enabled and the states are visualized above the character.
Notes:
- Animations are played on the target graphic
- Movement is towards the location where the states are shown on screen

Did you recreate the bug on the sample project? Yes, simply start a battle
EDIT: I fixed it, had something stupid with the enemy note tags
 
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Shefflox

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Bug Report:

Name of the Plugin: YEP_X_BattleSysSTB v.1.01


The two problems I've noticed is the Dragoon Jump ability goes on a infinity loop (never counts down and lands)
And secondly battle never ends even if the enemy dies or heroes die.

(I only use Yanfly plugins so I know its not that, and all plugins are updated)
 
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I think there might be a problem with the stb, whenever I use a force action on my battle events, it instantly finishes the event without going through the rest of the lines.

 

Punamaagi

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Hi Yanfly, I think I've found a bug when using a peculiar type of skills and states. It might be related to the bug @Remix the Idiot mentioned above, but I found it (and managed to replicate it) with the following combination of plugins.

Plugin Name:
Battle Engine Core (v1.44), Battle System - STB (v1.01), Weapon Unleash (v1.04a)

Do you have all the latest updates for the plugins in question? Yes, I think so: I updated them today.

Plugin Parameter Changes: Battle system set to STB in the Battle Engine Core; nothing else changed.

Bug Explanation: If an actor has a state with the 'Attack an enemy' restriction and that state also uses Weapon Unleash to replace normal attack with a skill that calls a common event containing a forced action, the state will not expire normally and the actor will instead skip his/her turn. Furthermore, the battle will not end even if all actors or enemies are defeated, regardless of whether or not the 'Remove on Battle End' box is checked.

Are you a coder who understands the problem in code as to why this bug is caused? Unfortunately no.

Sample project: https://www.dropbox.com/s/ir8kszjez2i7g9c/STB Test.rar?dl=0

Talk to the NPC to initiate combat (and to read a small explanation). Note that Harold will successfully cast Random Fire once but then get stuck in a loop. Action End Auto Attack state also has Remove on Battle End box checked.
 

lupina015

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Can I ask questions here?

If yes:

Plugin: Grid Free Doodads

When I make a map with doodads on it and I copy the whole map in RPG Maker MV (I like to have extra maps for cutscenes) the doodads are not copied. Is there a way to copy the doodads too? Or do I have to rebuild the entire map?
 
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Hi Yanfly, I think I've found a bug when using a peculiar type of skills and states. It might be related to the bug @Remix the Idiot mentioned above, but I found it (and managed to replicate it) with the following combination of plugins.

Plugin Name:
Battle Engine Core (v1.44), Battle System - STB (v1.01), Weapon Unleash (v1.04a)

Do you have all the latest updates for the plugins in question? Yes, I think so: I updated them today.

Plugin Parameter Changes: Battle system set to STB in the Battle Engine Core; nothing else changed.

Bug Explanation: If an actor has a state with the 'Attack an enemy' restriction and that state also uses Weapon Unleash to replace normal attack with a skill that calls a common event containing a forced action, the state will not expire normally and the actor will instead skip his/her turn. Furthermore, the battle will not end even if all actors or enemies are defeated, regardless of whether or not the 'Remove on Battle End' box is checked.

Are you a coder who understands the problem in code as to why this bug is caused? Unfortunately no.

Sample project: https://www.dropbox.com/s/ir8kszjez2i7g9c/STB Test.rar?dl=0

Talk to the NPC to initiate combat (and to read a small explanation). Note that Harold will successfully cast Random Fire once but then get stuck in a loop. Action End Auto Attack state also has Remove on Battle End box checked.
I think the cause of our problems is due to the way the STB works, once a user performs anything like using an item or attacking, it instantly end's their turn, I think STB think's that once we use a force action, it end's their turn and everything else abruptly, I even turned on the turn order display to make sure this might be a cause, but I still have to review the lines of code in STB to make sure this is the cause.
 

Splendith

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Plugin Name: YEP_SaveEventLocations.js
Plugin Parameter Changes: -
Bug Explanation:

I think the bug is that some event will automatically reset to DOWN direction (without change it) when switch between maps by following in 2 conditions
  1. It has an event that has <Save Event Location> note
  2. The event in 1. must not first appeared, on the other hand the first page of that event must have one or more conditions.

Error Report: -

Sample Project (REQUIRED): https://drive.google.com/open?id=0B_V1NOjb9JyqSF9yYnB6Vjdzbjg

Exact Steps on How to Replicate Bug:
This bug is really strange, hard to find, and may hard to explain understandably (because I'm not good at English). I’ll try my best to explain :)
I will explain based on my attached sample project.
  1. In MAP001, had a yellow-hair person that has <Save Event Location> note, set Conditions to Self Switch [A], so In game this event will not appear.
  2. I also created 6 green-hair people in MAP001 and set direction to UP.
  3. I created warp event in MAP001 and MAP002 for switching between maps in game.
Then run the game and try to switch between 2 maps, you will see some green-hair guy turn to DOWN direction. MIRACLE!!~
Moreover, If you try to delete that miracle guy, run and switch between 2 maps again, another miracle guy will happen instead.

Sometime it happens in warp event (or any event) instead of green-hair guy. Sometime happens in warp event at MAP002 instead of MAP001 although yellow-hair person still in MAP001. For example, if you delete two green-hair persons from right (EV007 and EV008), run the game go to MAP002 > MAP001 > MAP002 again. The warp event at MAP002 will turn from circle ring (UP dir) to sparkle sprite (DOWN dir).

If you remove Self Switch [A] Condition in step 1. Everything works fine and no bugs appeared.
If you have more than one yellow-hair person (in step 1). It may produce more than one event that turn to DOWN direction.
 
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