Status
Not open for further replies.

ArturoPP

Warper
Member
Joined
Nov 17, 2014
Messages
3
Reaction score
0
First Language
Spanish
Primarily Uses
RMMV
I'm quoting my post from a previous page because I think it got unnoticed due to it needing mod approval, and by the time it got approved, people where already on a later page.

Hi, Yanfly. Thanks for your great work.

 

Questions about Row Formations Plugin (v1.04):

 

1): Is the plugin supposed the require Battle Engine Core? Because the description makes it looks like it is optional, but if I don't have it, this plugin throws me the following error at startup: 

 

TypeError

Cannot read property 'onlyUnique' of undefined

 

2): What is the intended way to use "<Push Back User Row: x>" and "<Pull Forward User Row: x>"? When I write them in a skill or item. The user does not change rows. But, when I write the versions with "Target" they work (on the targets, included the user if it is a valid target).

 

Example 1): If I use "<Push Back User Row: 1>" and "<Push Back Target Row: 1>" on a skill with scope "1 Enemy", only the target gets pushed back.

 

Example 2): If I use "<Push Back Target Row: 1>" on a skill with a scope "The User", the user is pushed back because it is the target. But when using "<Push Back User Row: 1>", the user does not change row.

 

Both questions where tested with a newly created project with only the Row Formation v1.04 and Battle Engine Core v1.28a.
Since then, I tried Battle Engine Core v1.28b too, same result.
 
Last edited by a moderator:

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
I'm quoting my post from a previous page because I think it got unnoticed due to it needed mod approval, and by the time it got approved, people where already on a later page.

Since then, I tried Battle Engine Core v1.28b too, same result.
Thanks! I'll get this fixed in tonight's update!
 

Roguedeus

It's never too late to procrastinate...
Veteran
Joined
Mar 19, 2013
Messages
543
Reaction score
111
First Language
English
Primarily Uses
N/A
Yanfly, I know that you made some changes to the way that ticks are applied to turns recently. But I was under the impression that using the times states/buffs option in BattleCore would maintain that functionality.

16_0112_bufffStates_issue_1.PNG

Specifically that duration based effects lat until their individual timers expire, rather than the battlers action counts.

However, as I started testing states today, I noticed that is not the case.

This state:

16_0112_bufffStates_issue_1b.PNG

Is losing a turn, at the end of every action of the subject, rather than by timing. Which should be 480/turn according to the screen above.

Am I misunderstanding this?

I am using your BuffsStatesCore plugin and ATB Battle.
 

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
Yanfly, I know that you made some changes to the way that ticks are applied to turns recently. But I was under the impression that using the times states/buffs option in BattleCore would maintain that functionality.

16_0112_bufffStates_issue_1.PNG

Specifically that duration based effects lat until their individual timers expire, rather than the battlers action counts.

However, as I started testing states today, I noticed that is not the case.

This state:

16_0112_bufffStates_issue_1b.PNG

Is losing a turn, at the end of every action of the subject, rather than by timing. Which should be 480/turn according to the screen above.

Am I misunderstanding this?

I am using your BuffsStatesCore plugin and ATB Battle.
If you're using timed states, states that end on Turn End will go down 1 turn after the numbered amount of ticks. If it reaches 0, then it will remove itself.
 

Roguedeus

It's never too late to procrastinate...
Veteran
Joined
Mar 19, 2013
Messages
543
Reaction score
111
First Language
English
Primarily Uses
N/A
If you're using timed states, states that end on Turn End will go down 1 turn after the numbered amount of ticks. If it reaches 0, then it will remove itself.
Thanks for the quick reply. :)

It seems then that I have found an issue. Because that's not whats happening. The above detailed state is losing a turn at the end of the battlers turn. Not at the end of the timed ticks.

I'll try to isolate/verify it and make sure that its not a conflict of some sort.

Edit:

I've also noticed that the turns drop by 1 turn, each time a battler is hit with an attack... Not sure what the heck is going on.
 
Last edited by a moderator:

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
Thanks for the quick reply. :)

It seems then that I have found an issue. Because that's not whats happening. The above detailed state is losing a turn at the end of the battlers turn. Not at the end of the timed ticks.

I'll try to isolate/verify it and make sure that its not a conflict of some sort.

Edit:

I've also noticed that the turns drop by 1 turn, each time a battler is hit with an attack... Not sure what the heck is going on.
Hmmm, this appears to be a refresh issue with the Battle Engine Core using timed states and a math issue with the Buffs & States Core. I'll get this fixed by tonight's update.
 

Tuomo L

Oldbie
Veteran
Joined
Aug 6, 2012
Messages
2,327
Reaction score
1,286
First Language
Finnish
Primarily Uses
RMMV
What is wrong with my AI?

<AI Priority>

State === State 5: Apply eyedrops, Highest ATK

HP% param <= 50%: Skill 24, Lowest HP%

</AI Priority>

<AI Level: 100>

He never uses eyedrops.
 

Riff

Eorzean
Veteran
Joined
Oct 25, 2015
Messages
266
Reaction score
84
First Language
English
Primarily Uses
RMMV
What is wrong with my AI?

<AI Priority>

State === State 5: Apply eyedrops, Highest ATK

HP% param <= 50%: Skill 24, Lowest HP%

</AI Priority>

<AI Level: 100>

He never uses eyedrops.
Is the name of the skill 'Apply eyedrops' (case-sensitive)?
 

Porcelain

Veteran
Veteran
Joined
Oct 12, 2015
Messages
38
Reaction score
2
First Language
English
Primarily Uses
I don't know what specifically was changed in Battle Engine Core 1.28b, but it solved the compatibility issue with Mouse System Ex, so thanks for that.

All I had to do was update and put MSE above the BEC, and now it works perfectly.

EDIT: Question. I want to create a state that's added at the start of a battle round when you choose certain specific skills. Basically, if a character selects a water spell (targeting an enemy), they'll gain a state that gives 50% water resistance as soon as the player finishes entering commands. Can I do this with the Buffs and States Core Lunatic Mode and BEC alone, or would I need an additional script? I've read the help for BSC Lunatic Mode, but it seems like it can only be used to run code when a state has been applied, not to apply a state at a specific time or when a specific skill is chosen.
 
Last edited by a moderator:

Roguedeus

It's never too late to procrastinate...
Veteran
Joined
Mar 19, 2013
Messages
543
Reaction score
111
First Language
English
Primarily Uses
N/A
Hmmm, this appears to be a refresh issue with the Battle Engine Core using timed states and a math issue with the Buffs & States Core. I'll get this fixed by tonight's update.
Thanks for the attention to the issue Yanfly. I really appreciate your time.

Unfortunately, I'm here to report that I just applied all the latest plugin updates and the issue I mentioned above remains.

16_0112_bufffStates_issue_2c.PNG

I have verified that it occurs in a clean build with only your plugins. If you like, I can link a demo.

Just to recap (so you don't need to go looking), there are two issues.

With these plugin settings: (They are the only ones I recall changing in the clean project)

16_0112_bufffStates_issue_2.PNG

16_0112_bufffStates_issue_2b.PNG

  • The turns of a state are reduced at the end of the battlers action (enemy or actor) not the end of the turn.
  • The turns of a state are reduced 1 turn each time the batter is struck.
The issue seems to be related to the BuffStatesCore plugin. Using Liquidize's StateCore, in its place, resolves both.
 

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
What is wrong with my AI?

<AI Priority>

State === State 5: Apply eyedrops, Highest ATK

HP% param <= 50%: Skill 24, Lowest HP%

</AI Priority>

<AI Level: 100>

He never uses eyedrops.
Did you spell the skill name right? If all of that is fine:

1. Download all the newest updates of the plugin.

2. Create a new project.

3. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them.

4. Make sure they're in the right order listed on http://yanfly.moe/yep/

5. Recreate the error.

6. Upload the project online (do -not- deploy it).

7. Post the link here and I'll take a look at it.

 

Thanks for helping!

Is the name of the skill 'Apply eyedrops' (case-sensitive)?
Shouldn't need to be since I made the Skill names case-insensitive. It's either

I don't know what specifically was changed in Battle Engine Core 1.28b, but it solved the compatibility issue with Mouse System Ex, so thanks for that.

All I had to do was update and put MSE above the BEC, and now it works perfectly.

EDIT: Question. I want to create a state that's added at the start of a battle round when you choose certain specific skills. Basically, if a character selects a water spell (targeting an enemy), they'll gain a state that gives 50% water resistance as soon as the player finishes entering commands. Can I do this with the Buffs and States Core Lunatic Mode and BEC alone, or would I need an additional script? I've read the help for BSC Lunatic Mode, but it seems like it can only be used to run code when a state has been applied, not to apply a state at a specific time or when a specific skill is chosen.
You'll need a different plugin effect for that. There's no commands currently that add on states for simply selecting a skill.

Thanks for the attention to the issue Yanfly. I really appreciate your time.

Unfortunately, I'm here to report that I just applied all the latest plugin updates and the issue I mentioned above remains.

16_0112_bufffStates_issue_2c.PNG

I have verified that it occurs in a clean build with only your plugins. If you like, I can link a demo.

Just to recap (so you don't need to go looking), there are two issues.

With these plugin settings: (They are the only ones I recall changing in the clean project)

16_0112_bufffStates_issue_2.PNG

16_0112_bufffStates_issue_2b.PNG

  • The turns of a state are reduced at the end of the battlers action (enemy or actor) not the end of the turn.
  • The turns of a state are reduced 1 turn each time the batter is struck.
The issue seems to be related to the BuffStatesCore plugin. Using Liquidize's StateCore, in its place, resolves both.
Go ahead and create the problem in an empty project for me. I'll need to see what's going on with it from my own end.
 

Tuomo L

Oldbie
Veteran
Joined
Aug 6, 2012
Messages
2,327
Reaction score
1,286
First Language
Finnish
Primarily Uses
RMMV
Did you spell the skill name right?
I had no idea that there was an empty space after the name, I guess it was registering in the name. Because it empty space, I hadn't realized it before I tried to copy and paste it. It now works, sorry for bothering.
 

jvcscasio

Writer
Veteran
Joined
Oct 26, 2015
Messages
84
Reaction score
39
First Language
Portuguese
I have a monster that is like Gigas from Mother 3, and so his sideview battler is a giant square. I need the base of the square to touch the base of the window, but it appears that there is a limit, like a floor, that shows the background behind. Is there a way to move the sideview monster so that it's base touches the window's base?
 

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
I have a monster that is like Gigas from Mother 3, and so his sideview battler is a giant square. I need the base of the square to touch the base of the window, but it appears that there is a limit, like a floor, that shows the background behind. Is there a way to move the sideview monster so that it's base touches the window's base?
That's a little tricky. What you'd have to do would be to do a script call in an event and do $gameTroop.members()[the monster's index]._screenY = 600; You'll have to play around with these values to find the best position for it.
 

Fernyfer775

Veteran
Veteran
Joined
Oct 6, 2013
Messages
1,317
Reaction score
818
First Language
English
Hello Yanfly. I am trying to create some sort of "timebomb" state, where after the state runs out, the person inflicted by it will deal damage to all party members dependent on how much HP they're missing from their MaxHP. I'm familiar with the custom leave effect:

<Custom Leave Effect>yada yada</Custom Leave Effect>I am just now sure how to accomplish the rest. Ideally, upon the state running out, it would allow me to call a skill to do the damage portion. Thanks for your time! :D

EDIT: Also, is it possible to call a common event with the above notetag? If so, how?
 
Last edited by a moderator:

DreamX

Veteran
Veteran
Joined
May 30, 2015
Messages
816
Reaction score
826
First Language
English
Primarily Uses
Hi Yanfly. Just letting you know, I managed to cobble together that battle system I was talking about earlier, based off of your CTB script.

http://forums.rpgmakerweb.com/index.php?/topic/54880-instant-turn-battle-system/

Here's how it works:

Battlers perform actions instantly in an order decided by their agility. A turn ends after each battler acts. The order will be adjusted in-turn if a battler's agility is increased or decreased. This means that an example action order could be Enemy-Actor-Enemy-Enemy-Actor-Actor-Enemy.

It's working quite well as-is. It would be interesting if you yourself made a similar battle system someday, but in any case thank you so much for your scripts, you are quite an inspiration!
 

jvcscasio

Writer
Veteran
Joined
Oct 26, 2015
Messages
84
Reaction score
39
First Language
Portuguese
That's a little tricky. What you'd have to do would be to do a script call in an event and do $gameTroop.members()[the monster's index]._screenY = 600; You'll have to play around with these values to find the best position for it.
When using the script call, it returns

TypeError: Cannot set property '_screenY' of undefinedat Game_Interpreter.eval (eval at <anonymous> (file:///C:/Users/Usuario/Documents/Games/Spaghetti/js/rpg_objects.js:10437:10), <anonymous>:1:35)at Game_Interpreter.command355 (file:///C:/Users/Usuario/Documents/Games/Spaghetti/js/rpg_objects.js:10437:5)at Game_Interpreter.executeCommand (file:///C:/Users/Usuario/Documents/Games/Spaghetti/js/rpg_objects.js:8895:34)at Game_Interpreter.update (file:///C:/Users/Usuario/Documents/Games/Spaghetti/js/rpg_objects.js:8803:19)at Game_Map.updateInterpreter (file:///C:/Users/Usuario/Documents/Games/Spaghetti/js/rpg_objects.js:6080:27)at Game_Map.update (file:///C:/Users/Usuario/Documents/Games/Spaghetti/js/rpg_objects.js:5987:14)at Scene_Map.updateMain (file:///C:/Users/Usuario/Documents/Games/Spaghetti/js/rpg_scenes.js:417:14)at Scene_Map.updateMainMultiply (file:///C:/Users/Usuario/Documents/Games/Spaghetti/js/rpg_scenes.js:409:10)at Scene_Map.update (file:///C:/Users/Usuario/Documents/Games/Spaghetti/js/rpg_scenes.js:398:10)at Scene_Map.update (file:///C:/Users/Usuario/Documents/Games/Spaghetti/js/plugins/YEP_MapGoldWindow.js:148:33)And "Cannot set property 'ScreenY' of undefined.
 

ArturoPP

Warper
Member
Joined
Nov 17, 2014
Messages
3
Reaction score
0
First Language
Spanish
Primarily Uses
RMMV
Found another bug with Row Formation + Battle Engine Core:

If on Battle Engine Core you set Step Distance to 0. When you use a skill that changes your row. It won't update to the new location until some other action triggers the update (like getting hit or somebody else using the same skill).
 

Roguedeus

It's never too late to procrastinate...
Veteran
Joined
Mar 19, 2013
Messages
543
Reaction score
111
First Language
English
Primarily Uses
N/A
Go ahead and create the problem in an empty project for me. I'll need to see what's going on with it from my own end.
Thanks.

Here is the OneDrive Public Folder with the demo. (Clean - BuffStatesCore Issue.zip)

Hopefully I haven't done anything stupid this time. :)
 

Yanfly

Veteran
Joined
Mar 15, 2012
Messages
1,743
Reaction score
2,638
Hello Yanfly. I am trying to create some sort of "timebomb" state, where after the state runs out, the person inflicted by it will deal damage to all party members dependent on how much HP they're missing from their MaxHP. I'm familiar with the custom leave effect:

<Custom Leave Effect>yada yada</Custom Leave Effect>I am just now sure how to accomplish the rest. Ideally, upon the state running out, it would allow me to call a skill to do the damage portion. Thanks for your time! :D

EDIT: Also, is it possible to call a common event with the above notetag? If so, how?
Hmm, I would recommend the common event way:

<Custom Leave Effect>

$gameTemp.reserveCommonEvent(x);

</Custom Leave Effect>

Replace x with the common event ID. I haven't tested this yet (at work now), but it should work.

Hi Yanfly. Just letting you know, I managed to cobble together that battle system I was talking about earlier, based off of your CTB script.

http://forums.rpgmakerweb.com/index.php?/topic/54880-instant-turn-battle-system/

Here's how it works:

Battlers perform actions instantly in an order decided by their agility. A turn ends after each battler acts. The order will be adjusted in-turn if a battler's agility is increased or decreased. This means that an example action order could be Enemy-Actor-Enemy-Enemy-Actor-Actor-Enemy.

It's working quite well as-is. It would be interesting if you yourself made a similar battle system someday, but in any case thank you so much for your scripts, you are quite an inspiration!
Nice work! :D

When using the script call, it returns

TypeError: Cannot set property '_screenY' of undefinedat Game_Interpreter.eval (eval at <anonymous> (file:///C:/Users/Usuario/Documents/Games/Spaghetti/js/rpg_objects.js:10437:10), <anonymous>:1:35)at Game_Interpreter.command355 (file:///C:/Users/Usuario/Documents/Games/Spaghetti/js/rpg_objects.js:10437:5)at Game_Interpreter.executeCommand (file:///C:/Users/Usuario/Documents/Games/Spaghetti/js/rpg_objects.js:8895:34)at Game_Interpreter.update (file:///C:/Users/Usuario/Documents/Games/Spaghetti/js/rpg_objects.js:8803:19)at Game_Map.updateInterpreter (file:///C:/Users/Usuario/Documents/Games/Spaghetti/js/rpg_objects.js:6080:27)at Game_Map.update (file:///C:/Users/Usuario/Documents/Games/Spaghetti/js/rpg_objects.js:5987:14)at Scene_Map.updateMain (file:///C:/Users/Usuario/Documents/Games/Spaghetti/js/rpg_scenes.js:417:14)at Scene_Map.updateMainMultiply (file:///C:/Users/Usuario/Documents/Games/Spaghetti/js/rpg_scenes.js:409:10)at Scene_Map.update (file:///C:/Users/Usuario/Documents/Games/Spaghetti/js/rpg_scenes.js:398:10)at Scene_Map.update (file:///C:/Users/Usuario/Documents/Games/Spaghetti/js/plugins/YEP_MapGoldWindow.js:148:33)And "Cannot set property 'ScreenY' of undefined.
Did you replace the "the monster's index" in $gameTroop.members()[the monster's index]._screenY = 600?

You'll need to replace it with 0, 1, 2, 3, etc.

Found another bug with Row Formation + Battle Engine Core:

If on Battle Engine Core you set Step Distance to 0. When you use a skill that changes your row. It won't update to the new location until some other action triggers the update (like getting hit or somebody else using the same skill).
That's an interesting bug. I would suggest you set it to 1 pixel at minimum for now until I can figure out the issue.

Thanks.

Here is the OneDrive Public Folder with the demo. (Clean - BuffStatesCore Issue.zip)

Hopefully I haven't done anything stupid this time. :)
Thanks. I'll go take a look.

Edit: Haven't been able to test it yet, but I'm pretty sure this will fix it: http://yanfly.moe/plugins/en/YEP_BuffsStatesCore.js

Let me know if it doesn't.
 
Last edited by a moderator:
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 4)

Latest Threads

Latest Profile Posts

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

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.

Forum statistics

Threads
106,034
Messages
1,018,447
Members
137,820
Latest member
georg09byron
Top