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Yanfly

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Alright...I hope I'm in the right place for doing this kind of thing.  Yanfly did say to report bugs (I assume also errors) involving his plugins on this thread?

Right now, I'm using only Yanfly's plugins, since I've had a relatively decent amount of success after learning how to use them at a basic level.  Some, however, just

don't want to behave themselves...here's the errors, the plugins involved, and also the debug log of the errors in the Developer Tools window.

==========

Error log for "Failed to load GameFont"

==

Problem happens with YEP_ItemCore

                     YEP_X_SkillCooldowns

                     YEP_X_SkillCostItems

                     YEP_DamageCore

                     YEP_InstantCast

                     YEP_AutoPassiveStates                    

                     YEP_Taunt

                     YEP_Subclass -- This makes two errors I've seen caused by this plugin?!

                     -The curious thing is that NONE of these plugins are relevant to the

                     error itself.  NONE OF THEM.  Not even in the error log.

rpg_managers.js:1618 Error: Failed to load GameFont

    at Scene_Boot.isGameFontLoaded (rpg_scenes.js:195)

    at Scene_Boot.isReady (rpg_scenes.js:183)

    at Function.SceneManager.updateScene (rpg_managers.js:1667)

    at Function.SceneManager.updateMain (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_CoreEngine.js:808)

    at Function.SceneManager.update (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_CoreEngine.js:797)

==

Error log for TypeError: Cannot read property 'learnings' of null

==

Problem happens with YEP_ClassChangeCore -- (sort of.  The Core works by itself just fine...)

                     YEP_Subclass

                     -This is bothersome.  I just generically loaded these two plugins, since

                     most of Yanfly's stuff tends to work right out of the box and is also

                     designed to mesh perfectly with each other in order to empower our options

                     in making games with RPGMaker.

                     So...why am I having this problem?

rpg_managers.js:1618 TypeError: Cannot read property 'learnings' of null

    at Game_Actor.updateLearnedSkills (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_ClassChangeCore.js:480)

    at Game_Actor.updateUnlockedClassSkills (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_ClassChangeCore.js:475)

    at Game_Actor.refresh (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_ClassChangeCore.js:430)

    at Game_Actor.refresh (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_BattleEngineCore.js:3265)

    at Game_Actor.unlockClass (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_ClassChangeCore.js:447)

    at Game_Actor.setSubclass (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_X_Subclass.js:676)

    at Game_Actor.initSubclasses (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_X_Subclass.js:646)

    at Game_Actor.subclass (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_X_Subclass.js:651)

    at Game_Actor.subclassParamBase (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_X_Subclass.js:696)

    at Game_Actor.paramBase (/C:/Users/David/Documents/Games/Chapter%201/js/plugins/YEP_X_Subclass.js:691)
Game Font load errors are attributed to you not having the proper font in your folder. If you removed it for whatever reason, you'll get that error. If you did remove it, I recommend you adjust the Core Engine settings because it references it. I strongly suggest you do not use plugins unless you've looked over all of the settings (this goes for the Core Engine) and made the proper modifications to it.

The "learnings" is due to the fact you have a nonexistant class.

And seeing the way you list your plugins earlier, I strongly recommend that you order your plugins as listed on this page: http://yanfly.moe/yep/

Yay! The newest update of Gab Window is super duper cool! Thank you Yanfly!

Also is it meant to say Yanfly Engine Plugins - Template at the top of Gab Windows? It seems a bit odd...

EDIT: I updated it and checked the parameters and all that, but "GabSwitch x" doesn't work for me... In particular the command I'm using is



GabText Test!
GabActor 1

GabSwitch 28

ShowGab

But what happens is that the Gab happens and it works BUT the switch isnt flipped for some reason... Does this happen for anyone else or have I done it wrong?
GabSwitch x should turn on switch x after the gab has finished playing. It doesn't turn it on while it's playing.
 

Ghost of Christmas Kloe

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GabSwitch x should turn on switch x after the gab has finished playing. It doesn't turn it on while it's playing.
Yes, after its finnished playing, no switch is turned on... I checked, double checked and triple checked!
 

Yanfly

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Yes, after its finnished playing, no switch is turned on... I checked, double checked and triple checked!
Hmm, looks like it won't work if it's the final gab in the queue. I'll have to get that fixed later tonight.
 

Ghost of Christmas Kloe

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Hmm, looks like it won't work if it's the final gab in the queue. I'll have to get that fixed later tonight.
Ok, thank you very much Yanfly!!  :D   BD   :D
 
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Yanfly

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Status Menu Core >> Profile Status Page

Features and How to Use




This plugin requires the Status Menu Core. This plugin adds a new 'Profile' command to the Status Menu where the player can read up on the actor's biography. Pictures can be added in. Text can be updated mid-game, too!

Plugin and Instructions: http://yanfly.moe/2015/12/20/yep-48-profile-status-page/
 

ZeitZylle

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Hello! I'm newbie here. And I think I've found a tiny bug in Yanfly Main Menu Core Plugin. 

 

In my test project. I'd like to let the actors window not appear by default when open menu. And Yanfly Main Menu Core Plugin is doing great about this.

 

yep-mainmenu-bugreport1.jpg

 

With this setting, I still can call actors window when have to, like using Skill, Equip or Status command.

 

yep-mainmenu-bugreport2.jpg

 

But, when it is Formation command... the actors window happen to not appear for some reason. 

 

yep-mainmenu-bugreport3.jpg

 

Well, It has no problem to setting the formation, though. I can check from other commands.

 

yep-mainmenu-bugreport4.jpg

 

But invisible window would be uncomfortable for sure.

 

I know that Yanfly Party System plugin can fix this promblem. I love that plugin too. But...let say if there's a project that hero's party have only 4 members or less. I think Party System plugin seem to be not match for only change the formation here. Just in my opinion.

 

So, can you fix this, Yanfly? Or if it was my wrong, could you please tell me how to fix it?
 

Alexandre

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I have an issue with the Battle Status Window. In front view battle, while turning on the Show Animations parameter and turning off the Show Sprites parameter, animations on the party members aren't displayed correctly. I can see the screen flashes and hear the sound effects, but the animations themselves (I mean the pictures used from the animations folder) are not displayed.

I have properly created a new project with only this plugin, I still have the issue. I have tried with and without the Engine Core and the Battle Engine, it doesn't work in both cases.

Quick bug report:

Plugin Name: Battle Status Window

Error: None

How to replicate the bug: Create a new project with only this plugin in, with Show Animations turned on, Show Sprites turned off, as default. Edit a monster to make his able to cast Spark or Fire. Playtest a simple combat versus it. Cast Heal on any ally and wait that the monsters strike the party with their magic: in both cases, no animation is displayed, only sound and screen effects can be perceived.
 
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Ghost of Christmas Kloe

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Kloe, on 19 Dec 2015 - 1:46 PM, said:

Yanfly, I was wondering, Is it possible to run an event or common event after the current queue is finished? I wanna make a tutorial where I use this, so I can let the player fight on their own while seeing the tutorial, but cannot win the fight before it is finished. Is this possible right now? 

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Yanfly, on 19 Dec 2015 - 2:43 PM, said:

It's possible but not recommended. Main reason being is that the way RPG Maker MV (and VX Ace and VX and XP) handles common events is that reserving a common event actually overwrites the previous reserved common event. Though rare, it is possible for it to intrude into the middle of a cutscene or another event causing some rather odd outcomes. So for that reason, I didn't include it although it did cross my mind.
I know this isn't really important anymore, but just for future reference I remembered Hime's Common Event Queue which might help counteract this problem if you ever need to do a similar thing!
 

Prizm Daystar

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Game Font load errors are attributed to you not having the proper font in your folder. If you removed it for whatever reason, you'll get that error. If you did remove it, I recommend you adjust the Core Engine settings because it references it. I strongly suggest you do not use plugins unless you've looked over all of the settings (this goes for the Core Engine) and made the proper modifications to it.

The "learnings" is due to the fact you have a nonexistant class.

And seeing the way you list your plugins earlier, I strongly recommend that you order your plugins as listed on this page: http://yanfly.moe/yep/
I actually do have them listed the way they should be in the project.  I just had them listed differently in the text file that I was keeping track of errors with because of testing them for where the problem is.

A nonexistent class?  I'm pretty sure that the class slots in the database were full...

==

Now, on to the GameFont problem...GameFont is actually a CSS file for a different font called "mplus-1m-regular".  The CSS file's contents look like this:

@font-face {

    font-family: GameFont;

    src: url("mplus-1m-regular.ttf");

}

--

The font the CSS file refers to as "GameFont" is actually in the folder, like it's supposed to be.

I've tried kajiggering things around with the Core Engine settings (and still gotten the same error even with the font BEING WHERE IT'S SUPPOSED TO), but I think I might not know how to actually change the font using the Core Engine (as that's not a thing that was actually talked about in the help or the tutorial video).  It'd be nice to not have to run with the same font in every single project every time, even if there's nothing wrong with it.

Maybe I'm just a moron?

===

EDIT 2:  Okay, I actually did some stuff to change what the default font that the Core Engine uses, and THAT worked at least (in other words, I can change the font and know how).  But when I try to load up the problematic plugins, it still throws the "Failed to load GameFont" error -- AND IT SHOULDN'T BE DOING THIS

I have left the CSS file and the font that it points to COMPLETELY ALONE, in the folder where they belong.  Why?!  Why does it keep doing this?!
 
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estriole

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can you add some plugin command to move gab window 'one time only'. please...

so we can reposition the gab window more dynamically...

if we call that plugin command... the next gab window will have that position. (one time only... so after the next gab window... it will return to normal position).

thank you :D .
 

Neo Soul Gamer

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Hey Yanfly,

I'm curious as to how we can replace the Class Name in your Skill Learn plugin. I've been thinking outside the box while using your Stat Upgrades Tips & Tricks for ideas.

I'd like to use the Skill Learn System in a different way, but I can't find out which part of the code displays the Class Name in that small window to the left. Would you happen to know how to change it? I would like for the text that's displayed to be the same for every actor.
 

killerfer

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I'm trying to replicate a Final Fantasy Tactics feature. A knight can learn a skill to be able to equip swords on any class, but I want it to be able to work only when it has the knight as the subclass. I've been trying to use the Auto Passive State plugin to do this, but when my character learn a skill that has an auto passive state, if I change my class he doesn't lose it, even restricting the skill types. Does anybody have any ideas?

Edit: I think I did it. I used lunatic mode to add the following condition to the state:

Code:
<Custom Passive Condition>if (user._subclassId === 3) {condition = true;} else {condition = false;}</Custom Passive Condition>
 
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Vegnarus

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Yanfly, is it possible to make states and buffs/debuffs be based on personal turns like cooldowns for CTB? Because they don't function as they should and they're impossible to work with when they're so random and unclear. Even guarding becomes messy and gets removed after a couple of hits or enemy turns, instead of once your turn is up.

I've tried toggling the Timed State and Buff options in Battle Engine Core but they don't seem to do anything. Unless it's only DTB which can recognize turn based or something then it should work. I mean, cooldowns work fine for CTB as the paramater toggles it correctly, but states and (de)buffs don't change and they are too wild to work with CTB because this system is turn-based, rather than fully time-based like ATB. 
 

Yanfly

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I have an issue with the Battle Status Window. In front view battle, while turning on the Show Animations parameter and turning off the Show Sprites parameter, animations on the party members aren't displayed correctly. I can see the screen flashes and hear the sound effects, but the animations themselves (I mean the pictures used from the animations folder) are not displayed.

I have properly created a new project with only this plugin, I still have the issue. I have tried with and without the Engine Core and the Battle Engine, it doesn't work in both cases.

Quick bug report:

Plugin Name: Battle Status Window

Error: None

How to replicate the bug: Create a new project with only this plugin in, with Show Animations turned on, Show Sprites turned off, as default. Edit a monster to make his able to cast Spark or Fire. Playtest a simple combat versus it. Cast Heal on any ally and wait that the monsters strike the party with their magic: in both cases, no animation is displayed, only sound and screen effects can be perceived.
This issue has already been reported to me. You need to update to MV 1.0.1 and copy over the new RPG_Source.js files over to your project.

I actually do have them listed the way they should be in the project.  I just had them listed differently in the text file that I was keeping track of errors with because of testing them for where the problem is.

A nonexistent class?  I'm pretty sure that the class slots in the database were full...

==

Now, on to the GameFont problem...GameFont is actually a CSS file for a different font called "mplus-1m-regular".  The CSS file's contents look like this:

@font-face {

    font-family: GameFont;

    src: url("mplus-1m-regular.ttf");

}

--

The font the CSS file refers to as "GameFont" is actually in the folder, like it's supposed to be.

I've tried kajiggering things around with the Core Engine settings (and still gotten the same error even with the font BEING WHERE IT'S SUPPOSED TO), but I think I might not know how to actually change the font using the Core Engine (as that's not a thing that was actually talked about in the help or the tutorial video).  It'd be nice to not have to run with the same font in every single project every time, even if there's nothing wrong with it.

Maybe I'm just a moron?

===

EDIT 2:  Okay, I actually did some stuff to change what the default font that the Core Engine uses, and THAT worked at least (in other words, I can change the font and know how).  But when I try to load up the problematic plugins, it still throws the "Failed to load GameFont" error -- AND IT SHOULDN'T BE DOING THIS

I have left the CSS file and the font that it points to COMPLETELY ALONE, in the folder where they belong.  Why?!  Why does it keep doing this?!
Honestly, I have no idea what you even did to your project for it to get so jumbled up. However, over here in my thread, I only provide support for my plugins and not RPG Maker MV itself. You need to take this issue to the MV support forums.

Yanfly, is it possible to make states and buffs/debuffs be based on personal turns like cooldowns for CTB? Because they don't function as they should and they're impossible to work with when they're so random and unclear. Even guarding becomes messy and gets removed after a couple of hits or enemy turns, instead of once your turn is up.

I've tried toggling the Timed State and Buff options in Battle Engine Core but they don't seem to do anything. Unless it's only DTB which can recognize turn based or something then it should work. I mean, cooldowns work fine for CTB as the paramater toggles it correctly, but states and (de)buffs don't change and they are too wild to work with CTB because this system is turn-based, rather than fully time-based like ATB. 
If you're using the Battle Engine Core, set the state ending conditions to Action Start (notetag) or Action End.


I know this isn't really important anymore, but just for future reference I remembered Hime's Common Event Queue which might help counteract this problem if you ever need to do a similar thing!
There's actually quite a few problems with queueing common events that I'm not partial to getting into explaining. Mainly being is that for certain plugins that depend on checking if the interpreter (the event engine) is busy, depending on how the queue is set up, will cause false positives and not work properly across all events. This isn't a fault of Hime's Common Event Queue, but rather, the structure that MV built the interpreter in.

Hey Yanfly,

I'm curious as to how we can replace the Class Name in your Skill Learn plugin. I've been thinking outside the box while using your Stat Upgrades Tips & Tricks for ideas.

I'd like to use the Skill Learn System in a different way, but I can't find out which part of the code displays the Class Name in that small window to the left. Would you happen to know how to change it? I would like for the text that's displayed to be the same for every actor.

 
You'll need to modify Window_SkillLearnCommand. As for the details on how to do it, you'll need to ask the Learning JavaScript forum.
 
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Vegnarus

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@Yanfly: Thanks for the reply! Action End and Action Start miss the correct timing as Guard let's say, needs to be removed as soon as the actor's turn is up. But it stays until the actor selects a move and starts executing. And what about buffs and debuffs though? Wouldn't those need a parameter too to set them to behave correctly? 
 

Yanfly

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@Yanfly: Thanks for the reply! Action End and Action Start miss the correct timing as Guard let's say, needs to be removed as soon as the actor's turn is up. But it stays until the actor selects a move and starts executing. And what about buffs and debuffs though? Wouldn't those need a parameter too to set them to behave correctly? 
What I've personally done in my project for Guard is set it to Action Start, so whenever the actor commits to a new action, the guard state is removed. To which, I believe this is optimal. Buffs and Debuffs should function off of a decay system. However, if you wish to change the way they operate, to work like the cooldowns, you'll have to adjust the settings in the Battle Engine Core for time based states and time based buffs.
 

Vegnarus

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What I've personally done in my project for Guard is set it to Action Start, so whenever the actor commits to a new action, the guard state is removed. To which, I believe this is optimal. Buffs and Debuffs should function off of a decay system. However, if you wish to change the way they operate, to work like the cooldowns, you'll have to adjust the settings in the Battle Engine Core for time based states and time based buffs.
It works practically but visually it's off. Would it be difficult to adjust it to be removed as soon as the turn starts? And will buffs and debuffs work based on the user's actual turns if they're adjusted? And if they will, how would one go about synchronizing them to the battler or actor's turn to get them to work correctly?
 

Alexandre

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This issue has already been reported to me. You need to update to MV 1.0.1 and copy over the new RPG_Source.js files over to your project.
My rpgmaker mv program is already updated to 1.0.1.

 

Yanfly

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It works practically but visually it's off. Would it be difficult to adjust it to be removed as soon as the turn starts? And will buffs and debuffs work based on the user's actual turns if they're adjusted? And if they will, how would one go about synchronizing them to the battler or actor's turn to get them to work correctly?
Then use Turn Start. If you have it to not synch the turns to battle system determining it, it'll work the way you want it to. The options are already there.

My rpgmaker mv program is already updated to 1.0.1.

But did you replace the RPG_Core.js and such? Because if you did, there should be no problems.
 

Vegnarus

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Then use Turn Start. If you have it to not synch the turns to battle system determining it, it'll work the way you want it to. The options are already there.
I already tried that and many other variations to no avail. And you didn't specify how one could sync the buffs/debuffs to personal turns so there's that too. 
 
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