The Save Core received an update to have added a ‘Map Display Name’ plugin parameter. Enabling this option will now display the display name for the map instead of the editor name when viewing the save menu.
The Battle Engine Core gets a rare bug fixed, but if it happened once, it can happen again. In the rare case where an action is given to a battler with a skill or item that doesn’t exist, it will crash the game. This is now fixed. This seldom happens and can only be reproduced through very strange means, but that doesn’t mean the bug shouldn’t be taken care of. This ought to remove the bug.
The Buffs & States Core gets a small optimization update.
The Weapon Animation plugin gets a new loading system which loads numeric weapon sheets from the ‘system’ folder as the game’s database is loaded. Previously, these sheets would load during the battle, but if the file size of the weapon sheet is good big, it’ll appear at an incorrect size as it isn’t loaded in time. Now, the system will load the weapon sheets (if not already loaded) during database initialization.
The Enemy Levels plugin gets a the Enemy Transform event now adjusted for stat changes when transforming into a different enemy. Previously, it would retain the base parameters for the previous enemy.
Picture Common Events got a few bugs fixed thanks to Splendith! These bugs include a bug for events that allow the player to move immediately after pressing the picture common event and a bug for ‘HidePictureCommonEvents’ and ‘ShowPictureCommonEvents’ plugin command that caused normal pictures to hide/show, too.
The Core Engine gets a new update to go with the 1.3.2 through 1.3.4 update changes. As many of you may already know, RPG Maker MV shifted to Pixi4 from 1.3.1 to 1.3.2. As a result, some sprites worked differently. In the case that affects the Core Engine plugin, the Tiling Sprite, which is responsible for battle backs, has been changed differently. Those using the scale battle backs option will most likely observe a shift in the sprite’s direction and whatnot. Personally, I think the Tiling Sprite is unnecessary for those using scaled battle backs so a whole sprite setup is used for those with that option. As such, the battle backs will be using regular sprites that are far more controllable (and less likely to break from future updates) than Tiling Sprites (which are more likely to be changed).
That said, while none of the YEP plugins will be affected by this change, anyone who is using Scaled Battle Backs and using plugins that may alter battle backs my experience some incompatibilities. For that, I apologize. But if that is really the case, then the only thing I can really suggest for you to do is to disable Scaled Battle Backs, manually scale the battle backs yourselves, so that way, the default code is used instead. After all, Scaled Battle Backs is made for the convenience of not having to deal with all the trouble of having to manually scale graphics on your own. But if other plugins are causing incompatibilities, then I’m afraid you’ll have to resolve the answer on your own.
The Save Core gets an update that made saving to web keys not working properly. This issue is resolved as of this update.
Weapon Unleash gets a bug fixed for replaced attacks that do not have a selection target. This bug is only present if you use Weapon Unleash without the Target Core and Selection Core plugins. Either way, this bug is fixed as of this update.
Today, we have a rather MASSIVE update. Roughly 40-ish plugins got updated today because of something in particular I wanted to change. That is namely the fact that if you, as the RPG Maker project creator, make a bad line of code for a script call, it would crash your RPG Maker game and halt everything. The player would have to restart (desktop), refresh (browser), reboot (mobile), etc. The game is completely unable to continue. In my opinion, this is something that is absolutely detrimental to gameplay. While yes, the bug shouldn’t exist in the first place, we as creators are all human so it’s very possible and, in fact, likely that we make mistakes with our script calls.
That said, the YEP Core Engine is now updated where script calls for Script Call events, Movement Routes, Conditional Branches, and Control Variables will no longer crash the game. Instead, if the code is faulty, it will be ignored. If the game is in test play, it will open up the debug console and show you the code that caused the crash and the error message that comes with it. For non-test play, none of this will happen with the exception of browser games. The console won’t pop up, but the error message will still display if you happen to open up the debug console in-browser.
Now, I did this separately for all the other plugins that utilize Lunatic Mode, too. However, I could have easily made this change all refer to the Core Engine for this kind of effect. Yet, I didn’t. My reasoning? The Core Engine, despite contrary belief, is not a required plugin for my plugin library to run. The Core Engine‘s main function is to fix the bugs that exist primarily within RPG Maker MV itself and alter hardcoded core aspects that aren’t adjustable from within the editor itself. For this, I’ve made standalone versions for each plugin that utilizes Lunatic Mode. The plugins that will no longer crash due to bad script calls and/or Lunatic Mode will be as follows:
Core Engine, Base Parameter Control, Class Base Parameters, Extra Parameter Formula, Special Parameter Formula, Action Sequence Pack 1, Battle System – ATB, Battle System – CTB, Counter Control, Weak Enemy Poses, Absorption Barrier, Battle. A.I. Core, Buffs & States Core, State Categories, Damage Core, Armor Scaling, Critical Control, Extra Enemy Drops, Hit Accuracy, Life Steal, Target Core, Selection Control, Item Core, Attachable Augments, Item Disassemble, Item Durability, Item Upgrade Slots, Item Synthesis, Skill Core, Limited Skill Uses, Party Limit Gauge, Skill Cooldowns, Skill Cost Items, Instant Cast, Skill Learn System, Equip Core, Equip Requirements, Weapon Unleash, Auto Passive States, Passive Aura Effects, Enhanced TP, Enemy Levels, Job Points, Row Formation, Steal & Snatch, Map Select Skill
The other plugins that are updated today also received optimization updates. They are the Class Change Core, Battle Engine Core, Animated Sideview Enemies, Battle Status Window, Party System, and Event Chase Player plugins. They are made to go faster now and consume less system resources. Please update them accordingly.
As for other changes, the Core Engine got some new plugin parameters. Some of you may have noticed that as you enter battle, during the battle transition, all the sprites on the screen disappear. This involves anything that includes players, characters, doors, treasure chests, torches, other lighting effects. And it looks really really bad in some cases. The new plugin parameters now have a way for you to decide if you want them to disappear or not (and whether or not they appear in the background snapshot for battle). The Event Mini Label plugin also gets an update for this letting you decide if you want the mini-label windows to disappear or remain visible as the battle transition occurs.
The Animated Sideview Battlers plugin also got a new update to add the “Floating Death” plugin parameter. This will allow you to enable whether or not you want floating enemies to remain floating or instantly fall to the ground when collapsing. There are also new notetags that will allow one or the other for this, too, if you want to set them individually.
The Battle Engine Core gets a bug fixed where actors removed midway through battle would remain in the active battler pool. This will no longer be the case.
Item Synthesis gains Lunatic Mode and added <Custom Synthesis Effect> Lunatic Mode notetag. This notetag will allow unique effects to occur when synthesizing certain items. For example, if you made a certain potion, you may get empty bottles as a side product.
Passive Aura Effects gets some new notetags that affect specifically alive or dead allies. Alive aura effects will affect only members with at least 1 HP and not affected by the dead state. Dead aura effects will affect members with either 0 HP or have the dead state.
For Equip Battle Skills, a bug was fixed that caused equipped skills to not list their applied states.
Auto Passive States gets a functionality update. <Custom Passive Condition> to now affect passive state ID’s added by Equip Battle Skills.
Enhanced TP gets a new plugin parameter: ‘Dead TP Gain’ plugin parameter. Enabling this will allow dead actors to gain TP from TP modes while in battle. Disabling this will prevent dead actors from doing so.
Equip Battle Skills gets an optimization update to make raw skill data collection faster and less laggy when there are 100+ equippable skills (unlikely that anyone will use this plugin to utilize 100+ equippable skills but you never know…)
Grid-Free Doodads gets an update that adjusted calculations for grid-snapping when graphic resolutions aren’t divisible by tile width or height (usually 48). Previously, it made the grid-snap calculations off by 1 pixel, which can make a big difference. Big thanks to Quite Toxick for finding this one.
I was trying an experiment with the Core Engine v1.20 to see if I can get the game running faster by clearing garbage data from the Map and Battle scenes. Turns out the experiment was successful so I made a tweak to it clear from all scenes as a whole. Users have reported that memory consumption has been drastically lower, too, so let’s hope this update makes an even bigger push.
The Damage Core plugin gets an update where I’ve ddded a failsafe for the damage cap check in case Lunatic Mode effects of other plugins would push the damage past the capped amount. The check will occur twice: calculation of the base damage and the once again before the actual damage is delivered. Lunatic Mode effects will occur before the actual damage delivery, which means Lunatic Mode effects will no longer bypass the damage cap.
The Party Limit Gauge, Battle Statistics, and Enhanced TP plugins are now modified to calculate based on the amount of damage actually received rather than the raw damage to be received. This is because raw damage to be received can potentially be affected by Lunatic Mode effects, which isn’t optimal for accurate calculations.
The Item Core gets an optimization update.
And finally, the Grid-Free Doodads plugin gets a couple of updates. One of them is to adjust the window height for certain doodad settings to actually fit on the screen. Somehow, I’ve missed this before and some settings windows can go off the screen if the resolution isn’t large enough. This is now fixed. The second update is to future-proof the plugin. The settings window is now updated (and rearranged a bit) to allow for future Doodad Extensions to be made without much trouble. Hope you’re all looking forward to it!
It’s not the usual end of the week update since there was an update made today to RPG Maker MV to version 1.3.2. There’s a lot of things fixed with the engine, but at the same time, there was a huge oversight with one of the design changes they decided to make as it may break a lot of potential plugins out there from working properly.
The main issue I want to address is with the Game_Actor.isSkillLearned function change. Previously, the function worked off of only skills that an actor inherently knows and not skills acquired through equipment temporarily. With the version 1.3.2 update, there is now a function change to now include the acquired skills through traits. The main reason? I suspect it’s to make the conditional branch to check an actor has learned x skill return true.
However, this is problematic for a couple of reasons. A skill that is learned inherently is vastly different than a skill that is acquired temporarily through equipping a piece of equipment, especially if the other functions that utilize Game_Actor.isSkillLearned haven’t been updated. The ones I’m mainly talking about are the actual Game_Actor.learnSkill function and the item effect to teach actor skills through consumable items. Both of those functions check to see if the actor has learned the skill through Game_Actor.isSkillLearned, which means, it can be blocked and cause problems.
You’ll now encounter problems like this:
Harold hasn’t learned the Heal skill.
Harold equips Healing Shield. It gives Harold access to the Heal skill temporarily.
Harold levels to level 5. Level 5 should be when Harold learns the Heal skill.
Harold doesn’t learn the Heal skill inherently because the game now registers him as having learned it through the function update.
Harold unequips the Healing Shield.
Harold no longer has Heal and can’t learn it through leveling anymore.
The Core Engine update will address this issue and fix it. However, it will not revert the Game_Actor.isSkillLearned back to what it was. Instead, the checks inside the functions for learning a skill via levels and consumable item effects will now check for the raw skill library instead. What does this mean? It means those functions will continue working properly. However, other plugins that utilize the Game_Actor.isSkillLearned will need to be updated to check if the raw skill library instead. Yanfly Engine Plugins will be updated to check for this. but other plugins not made by me won’t necessarily have it updated. Keep that in mind as you use other plugins.
The Message Core gets a compatibility update with Message Macros for ‘Name Box Auto Close’ option. This is so that text macros made by the Macro Messages plugin will now be transferred properly for the Name Box Auto Close parameter.
The Battle Engine Core gets an update to match the RPG Maker MV 1.3.2 changes for counters and reflected actions.
The Animated Sideview Enemies plugin gets updated. The RPG Maker MV 1.3.2 update broke animated sideview enemies causing them to stagger back and forth. This update should get it fixed.
The Counter Control plugin gets an update to match the RPG Maker MV 1.3.2 changes for counters.
The Victory Aftermath plugin gets an update for the RPG Maker MV 1.3.2 change to measure skill change differences that would have been blocked by temporarily learned skills acquired through traits.
Limited Skill Uses gets a compatibility update with Equip Battle Skills and Equip Skill Tiers. Before, skills that were used that weren’t equipped wouldn’t reset after battle. Now, it should happen for all skills.
The Skill Learn System plugin gets an update for the RPG Maker MV 1.3.2 change to detect skill learning that would have been blocked by temporarily learned skills acquired through traits.
The Passive Aura Effects plugin gets a bug fix that would conflict with Taunt and Selection Control plugins making some aura effects randomly disappear.
Equip Battle Skills gets an update for the RPG Maker MV 1.3.2 changes as well. Likewise with Equip Skill Tiers.
Grid-Free Doodads gets its first update fixed a bug that caused doodads to overlap onto the other border of the map if it was clipped off.
Whew! That’s quite a few changes. I hope everybody’s update to MV 1.3.2 transitions smoothly!
The Core Engine is updated so that way, the battleback will stretch out properly in Front View. I was pretty sure this was fixed before, but it seems that since MV 1.3.1 updated, this must have undid itself again somehow, so it will get fixed… again.
Animated Sideview Enemies gets a compatibility update with YEP_X_VisualStateFX to disable State Overlays on enemies properly if you wish to disable them.
Item Core now has the Random Variance plugin parameter disabled by default. Too many people installed this plugin without reading through the help file and setting up the plugin properly, then started posting bug reports about gear having “incorrect” stats onto the main forum.
Skill Learn System now has its dependency removed on YEP_JobPoints.js if using the Integrated Skill Learn menu.
Event Mini Label is now updated to readjust their size to show at normal scale if the map is zoomed in.
Quite a few plugins have been updated today, either for MV 1.3.0+, documentation updates, etc.
Core Engine and Animate Tiles Option have been updated for MV 1.3.0+.
The Battle Engine Core and Selection Control plugins have been updated for a new feature with the Selection Control plugin. It now has the ability to touch select party members during the target selection process and the ability to touch toggle between All Enemies/All Allies and single target control.
Action Sequence Pack 2 gets a documentation update.
Action Sequence Pack 3 has cameras and zooming unlocked for frontview battles for a test phase. Zooming and camera options were previously disabled for frontview battles.
Picture Common Events gets a bugfix that fixes the plugin command HidePictureCommonEvents not working properly.